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SubscribeSG-I2V: Self-Guided Trajectory Control in Image-to-Video Generation
Methods for image-to-video generation have achieved impressive, photo-realistic quality. However, adjusting specific elements in generated videos, such as object motion or camera movement, is often a tedious process of trial and error, e.g., involving re-generating videos with different random seeds. Recent techniques address this issue by fine-tuning a pre-trained model to follow conditioning signals, such as bounding boxes or point trajectories. Yet, this fine-tuning procedure can be computationally expensive, and it requires datasets with annotated object motion, which can be difficult to procure. In this work, we introduce SG-I2V, a framework for controllable image-to-video generation that is self-guidedx2013offering zero-shot control by relying solely on the knowledge present in a pre-trained image-to-video diffusion model without the need for fine-tuning or external knowledge. Our zero-shot method outperforms unsupervised baselines while being competitive with supervised models in terms of visual quality and motion fidelity.
Glauber Generative Model: Discrete Diffusion Models via Binary Classification
We introduce the Glauber Generative Model (GGM), a new class of discrete diffusion models, to obtain new samples from a distribution given samples from a discrete space. GGM deploys a discrete Markov chain called the heat bath dynamics (or the Glauber dynamics) to denoise a sequence of noisy tokens to a sample from a joint distribution of discrete tokens. Our novel conceptual framework provides an exact reduction of the task of learning the denoising Markov chain to solving a class of binary classification tasks. More specifically, the model learns to classify a given token in a noisy sequence as signal or noise. In contrast, prior works on discrete diffusion models either solve regression problems to learn importance ratios, or minimize loss functions given by variational approximations. We apply GGM to language modeling and image generation, where images are discretized using image tokenizers like VQGANs. We show that it outperforms existing discrete diffusion models in language generation, and demonstrates strong performance for image generation without using dataset-specific image tokenizers. We also show that our model is capable of performing well in zero-shot control settings like text and image infilling.
PIVOT: Iterative Visual Prompting Elicits Actionable Knowledge for VLMs
Vision language models (VLMs) have shown impressive capabilities across a variety of tasks, from logical reasoning to visual understanding. This opens the door to richer interaction with the world, for example robotic control. However, VLMs produce only textual outputs, while robotic control and other spatial tasks require outputting continuous coordinates, actions, or trajectories. How can we enable VLMs to handle such settings without fine-tuning on task-specific data? In this paper, we propose a novel visual prompting approach for VLMs that we call Prompting with Iterative Visual Optimization (PIVOT), which casts tasks as iterative visual question answering. In each iteration, the image is annotated with a visual representation of proposals that the VLM can refer to (e.g., candidate robot actions, localizations, or trajectories). The VLM then selects the best ones for the task. These proposals are iteratively refined, allowing the VLM to eventually zero in on the best available answer. We investigate PIVOT on real-world robotic navigation, real-world manipulation from images, instruction following in simulation, and additional spatial inference tasks such as localization. We find, perhaps surprisingly, that our approach enables zero-shot control of robotic systems without any robot training data, navigation in a variety of environments, and other capabilities. Although current performance is far from perfect, our work highlights potentials and limitations of this new regime and shows a promising approach for Internet-Scale VLMs in robotic and spatial reasoning domains. Website: pivot-prompt.github.io and HuggingFace: https://huggingface.co/spaces/pivot-prompt/pivot-prompt-demo.
Likelihood-Based Diffusion Language Models
Despite a growing interest in diffusion-based language models, existing work has not shown that these models can attain nontrivial likelihoods on standard language modeling benchmarks. In this work, we take the first steps towards closing the likelihood gap between autoregressive and diffusion-based language models, with the goal of building and releasing a diffusion model which outperforms a small but widely-known autoregressive model. We pursue this goal through algorithmic improvements, scaling laws, and increased compute. On the algorithmic front, we introduce several methodological improvements for the maximum-likelihood training of diffusion language models. We then study scaling laws for our diffusion models and find compute-optimal training regimes which differ substantially from autoregressive models. Using our methods and scaling analysis, we train and release Plaid 1B, a large diffusion language model which outperforms GPT-2 124M in likelihood on benchmark datasets and generates fluent samples in unconditional and zero-shot control settings.
RealCraft: Attention Control as A Solution for Zero-shot Long Video Editing
Although large-scale text-to-image generative models have shown promising performance in synthesizing high-quality images, directly applying these models to image editing remains a significant challenge. This challenge is further amplified in video editing due to the additional dimension of time. Especially for editing real videos as it necessitates maintaining a stable semantic layout across the frames while executing localized edits precisely without disrupting the existing backgrounds. In this paper, we propose RealCraft, an attention-control-based method for zero-shot editing in real videos. By employing the object-centric manipulation of cross-attention between prompts and frames and spatial-temporal attention within the frames, we achieve precise shape-wise editing along with enhanced consistency. Our model can be used directly with Stable Diffusion and operates without the need for additional localized information. We showcase our zero-shot attention-control-based method across a range of videos, demonstrating localized, high-fidelity, shape-precise and time-consistent editing in videos of various lengths, up to 64 frames.
SLAM-Omni: Timbre-Controllable Voice Interaction System with Single-Stage Training
Recent advancements highlight the potential of end-to-end real-time spoken dialogue systems, showcasing their low latency and high quality. In this paper, we introduce SLAM-Omni, a timbre-controllable, end-to-end voice interaction system with single-stage training. SLAM-Omni achieves zero-shot timbre control by modeling spoken language with semantic tokens and decoupling speaker information to a vocoder. By predicting grouped speech semantic tokens at each step, our method significantly reduces the sequence length of audio tokens, accelerating both training and inference. Additionally, we propose historical text prompting to compress dialogue history, facilitating efficient multi-round interactions. Comprehensive evaluations reveal that SLAM-Omni outperforms prior models of similar scale, requiring only 15 hours of training on 4 GPUs with limited data. Notably, it is the first spoken dialogue system to achieve competitive performance with a single-stage training approach, eliminating the need for pre-training on TTS or ASR tasks. Further experiments validate its multilingual and multi-turn dialogue capabilities on larger datasets.
RAMP: Retrieval and Attribute-Marking Enhanced Prompting for Attribute-Controlled Translation
Attribute-controlled translation (ACT) is a subtask of machine translation that involves controlling stylistic or linguistic attributes (like formality and gender) of translation outputs. While ACT has garnered attention in recent years due to its usefulness in real-world applications, progress in the task is currently limited by dataset availability, since most prior approaches rely on supervised methods. To address this limitation, we propose Retrieval and Attribute-Marking enhanced Prompting (RAMP), which leverages large multilingual language models to perform ACT in few-shot and zero-shot settings. RAMP improves generation accuracy over the standard prompting approach by (1) incorporating a semantic similarity retrieval component for selecting similar in-context examples, and (2) marking in-context examples with attribute annotations. Our comprehensive experiments show that RAMP is a viable approach in both zero-shot and few-shot settings.
Factorized Diffusion: Perceptual Illusions by Noise Decomposition
Given a factorization of an image into a sum of linear components, we present a zero-shot method to control each individual component through diffusion model sampling. For example, we can decompose an image into low and high spatial frequencies and condition these components on different text prompts. This produces hybrid images, which change appearance depending on viewing distance. By decomposing an image into three frequency subbands, we can generate hybrid images with three prompts. We also use a decomposition into grayscale and color components to produce images whose appearance changes when they are viewed in grayscale, a phenomena that naturally occurs under dim lighting. And we explore a decomposition by a motion blur kernel, which produces images that change appearance under motion blurring. Our method works by denoising with a composite noise estimate, built from the components of noise estimates conditioned on different prompts. We also show that for certain decompositions, our method recovers prior approaches to compositional generation and spatial control. Finally, we show that we can extend our approach to generate hybrid images from real images. We do this by holding one component fixed and generating the remaining components, effectively solving an inverse problem.
Drop the beat! Freestyler for Accompaniment Conditioned Rapping Voice Generation
Rap, a prominent genre of vocal performance, remains underexplored in vocal generation. General vocal synthesis depends on precise note and duration inputs, requiring users to have related musical knowledge, which limits flexibility. In contrast, rap typically features simpler melodies, with a core focus on a strong rhythmic sense that harmonizes with accompanying beats. In this paper, we propose Freestyler, the first system that generates rapping vocals directly from lyrics and accompaniment inputs. Freestyler utilizes language model-based token generation, followed by a conditional flow matching model to produce spectrograms and a neural vocoder to restore audio. It allows a 3-second prompt to enable zero-shot timbre control. Due to the scarcity of publicly available rap datasets, we also present RapBank, a rap song dataset collected from the internet, alongside a meticulously designed processing pipeline. Experimental results show that Freestyler produces high-quality rapping voice generation with enhanced naturalness and strong alignment with accompanying beats, both stylistically and rhythmically.
D-AR: Diffusion via Autoregressive Models
This paper presents Diffusion via Autoregressive models (D-AR), a new paradigm recasting the image diffusion process as a vanilla autoregressive procedure in the standard next-token-prediction fashion. We start by designing the tokenizer that converts images into sequences of discrete tokens, where tokens in different positions can be decoded into different diffusion denoising steps in the pixel space. Thanks to the diffusion properties, these tokens naturally follow a coarse-to-fine order, which directly lends itself to autoregressive modeling. Therefore, we apply standard next-token prediction on these tokens, without modifying any underlying designs (either causal masks or training/inference strategies), and such sequential autoregressive token generation directly mirrors the diffusion procedure in image space. That is, once the autoregressive model generates an increment of tokens, we can directly decode these tokens into the corresponding diffusion denoising step in the streaming manner. Our pipeline naturally reveals several intriguing properties, for example, it supports consistent previews when generating only a subset of tokens and enables zero-shot layout-controlled synthesis. On the standard ImageNet benchmark, our method achieves 2.09 FID using a 775M Llama backbone with 256 discrete tokens. We hope our work can inspire future research on unified autoregressive architectures of visual synthesis, especially with large language models. Code and models will be available at https://github.com/showlab/D-AR
StableVC: Style Controllable Zero-Shot Voice Conversion with Conditional Flow Matching
Zero-shot voice conversion (VC) aims to transfer the timbre from the source speaker to an arbitrary unseen speaker while preserving the original linguistic content. Despite recent advancements in zero-shot VC using language model-based or diffusion-based approaches, several challenges remain: 1) current approaches primarily focus on adapting timbre from unseen speakers and are unable to transfer style and timbre to different unseen speakers independently; 2) these approaches often suffer from slower inference speeds due to the autoregressive modeling methods or the need for numerous sampling steps; 3) the quality and similarity of the converted samples are still not fully satisfactory. To address these challenges, we propose a style controllable zero-shot VC approach named StableVC, which aims to transfer timbre and style from source speech to different unseen target speakers. Specifically, we decompose speech into linguistic content, timbre, and style, and then employ a conditional flow matching module to reconstruct the high-quality mel-spectrogram based on these decomposed features. To effectively capture timbre and style in a zero-shot manner, we introduce a novel dual attention mechanism with an adaptive gate, rather than using conventional feature concatenation. With this non-autoregressive design, StableVC can efficiently capture the intricate timbre and style from different unseen speakers and generate high-quality speech significantly faster than real-time. Experiments demonstrate that our proposed StableVC outperforms state-of-the-art baseline systems in zero-shot VC and achieves flexible control over timbre and style from different unseen speakers. Moreover, StableVC offers approximately 25x and 1.65x faster sampling compared to autoregressive and diffusion-based baselines.
ConZIC: Controllable Zero-shot Image Captioning by Sampling-Based Polishing
Zero-shot capability has been considered as a new revolution of deep learning, letting machines work on tasks without curated training data. As a good start and the only existing outcome of zero-shot image captioning (IC), ZeroCap abandons supervised training and sequentially searches every word in the caption using the knowledge of large-scale pretrained models. Though effective, its autoregressive generation and gradient-directed searching mechanism limit the diversity of captions and inference speed, respectively. Moreover, ZeroCap does not consider the controllability issue of zero-shot IC. To move forward, we propose a framework for Controllable Zero-shot IC, named ConZIC. The core of ConZIC is a novel sampling-based non-autoregressive language model named GibbsBERT, which can generate and continuously polish every word. Extensive quantitative and qualitative results demonstrate the superior performance of our proposed ConZIC for both zero-shot IC and controllable zero-shot IC. Especially, ConZIC achieves about 5x faster generation speed than ZeroCap, and about 1.5x higher diversity scores, with accurate generation given different control signals.
Motion-Zero: Zero-Shot Moving Object Control Framework for Diffusion-Based Video Generation
Recent large-scale pre-trained diffusion models have demonstrated a powerful generative ability to produce high-quality videos from detailed text descriptions. However, exerting control over the motion of objects in videos generated by any video diffusion model is a challenging problem. In this paper, we propose a novel zero-shot moving object trajectory control framework, Motion-Zero, to enable a bounding-box-trajectories-controlled text-to-video diffusion model. To this end, an initial noise prior module is designed to provide a position-based prior to improve the stability of the appearance of the moving object and the accuracy of position. In addition, based on the attention map of the U-net, spatial constraints are directly applied to the denoising process of diffusion models, which further ensures the positional and spatial consistency of moving objects during the inference. Furthermore, temporal consistency is guaranteed with a proposed shift temporal attention mechanism. Our method can be flexibly applied to various state-of-the-art video diffusion models without any training process. Extensive experiments demonstrate our proposed method can control the motion trajectories of objects and generate high-quality videos.
Vevo: Controllable Zero-Shot Voice Imitation with Self-Supervised Disentanglement
The imitation of voice, targeted on specific speech attributes such as timbre and speaking style, is crucial in speech generation. However, existing methods rely heavily on annotated data, and struggle with effectively disentangling timbre and style, leading to challenges in achieving controllable generation, especially in zero-shot scenarios. To address these issues, we propose Vevo, a versatile zero-shot voice imitation framework with controllable timbre and style. Vevo operates in two core stages: (1) Content-Style Modeling: Given either text or speech's content tokens as input, we utilize an autoregressive transformer to generate the content-style tokens, which is prompted by a style reference; (2) Acoustic Modeling: Given the content-style tokens as input, we employ a flow-matching transformer to produce acoustic representations, which is prompted by a timbre reference. To obtain the content and content-style tokens of speech, we design a fully self-supervised approach that progressively decouples the timbre, style, and linguistic content of speech. Specifically, we adopt VQ-VAE as the tokenizer for the continuous hidden features of HuBERT. We treat the vocabulary size of the VQ-VAE codebook as the information bottleneck, and adjust it carefully to obtain the disentangled speech representations. Solely self-supervised trained on 60K hours of audiobook speech data, without any fine-tuning on style-specific corpora, Vevo matches or surpasses existing methods in accent and emotion conversion tasks. Additionally, Vevo's effectiveness in zero-shot voice conversion and text-to-speech tasks further demonstrates its strong generalization and versatility. Audio samples are available at https://versavoice.github.io.
Master: Meta Style Transformer for Controllable Zero-Shot and Few-Shot Artistic Style Transfer
Transformer-based models achieve favorable performance in artistic style transfer recently thanks to its global receptive field and powerful multi-head/layer attention operations. Nevertheless, the over-paramerized multi-layer structure increases parameters significantly and thus presents a heavy burden for training. Moreover, for the task of style transfer, vanilla Transformer that fuses content and style features by residual connections is prone to content-wise distortion. In this paper, we devise a novel Transformer model termed as Master specifically for style transfer. On the one hand, in the proposed model, different Transformer layers share a common group of parameters, which (1) reduces the total number of parameters, (2) leads to more robust training convergence, and (3) is readily to control the degree of stylization via tuning the number of stacked layers freely during inference. On the other hand, different from the vanilla version, we adopt a learnable scaling operation on content features before content-style feature interaction, which better preserves the original similarity between a pair of content features while ensuring the stylization quality. We also propose a novel meta learning scheme for the proposed model so that it can not only work in the typical setting of arbitrary style transfer, but also adaptable to the few-shot setting, by only fine-tuning the Transformer encoder layer in the few-shot stage for one specific style. Text-guided few-shot style transfer is firstly achieved with the proposed framework. Extensive experiments demonstrate the superiority of Master under both zero-shot and few-shot style transfer settings.
Conceptrol: Concept Control of Zero-shot Personalized Image Generation
Personalized image generation with text-to-image diffusion models generates unseen images based on reference image content. Zero-shot adapter methods such as IP-Adapter and OminiControl are especially interesting because they do not require test-time fine-tuning. However, they struggle to balance preserving personalized content and adherence to the text prompt. We identify a critical design flaw resulting in this performance gap: current adapters inadequately integrate personalization images with the textual descriptions. The generated images, therefore, replicate the personalized content rather than adhere to the text prompt instructions. Yet the base text-to-image has strong conceptual understanding capabilities that can be leveraged. We propose Conceptrol, a simple yet effective framework that enhances zero-shot adapters without adding computational overhead. Conceptrol constrains the attention of visual specification with a textual concept mask that improves subject-driven generation capabilities. It achieves as much as 89% improvement on personalization benchmarks over the vanilla IP-Adapter and can even outperform fine-tuning approaches such as Dreambooth LoRA. The source code is available at https://github.com/QY-H00/Conceptrol.
Zero-Shot Strategies for Length-Controllable Summarization
Large language models (LLMs) struggle with precise length control, particularly in zero-shot settings. We conduct a comprehensive study evaluating LLMs' length control capabilities across multiple measures and propose practical methods to improve controllability. Our experiments with LLaMA 3 reveal stark differences in length adherence across measures and highlight inherent biases of the model. To address these challenges, we introduce a set of methods: length approximation, target adjustment, sample filtering, and automated revisions. By combining these methods, we demonstrate substantial improvements in length compliance while maintaining or enhancing summary quality, providing highly effective zero-shot strategies for precise length control without the need for model fine-tuning or architectural changes. With our work, we not only advance our understanding of LLM behavior in controlled text generation but also pave the way for more reliable and adaptable summarization systems in real-world applications.
TCSinger: Zero-Shot Singing Voice Synthesis with Style Transfer and Multi-Level Style Control
Zero-shot singing voice synthesis (SVS) with style transfer and style control aims to generate high-quality singing voices with unseen timbres and styles (including singing method, emotion, rhythm, technique, and pronunciation) from audio and text prompts. However, the multifaceted nature of singing styles poses a significant challenge for effective modeling, transfer, and control. Furthermore, current SVS models often fail to generate singing voices rich in stylistic nuances for unseen singers. To address these challenges, we introduce TCSinger, the first zero-shot SVS model for style transfer across cross-lingual speech and singing styles, along with multi-level style control. Specifically, TCSinger proposes three primary modules: 1) the clustering style encoder employs a clustering vector quantization model to stably condense style information into a compact latent space; 2) the Style and Duration Language Model (S\&D-LM) concurrently predicts style information and phoneme duration, which benefits both; 3) the style adaptive decoder uses a novel mel-style adaptive normalization method to generate singing voices with enhanced details. Experimental results show that TCSinger outperforms all baseline models in synthesis quality, singer similarity, and style controllability across various tasks, including zero-shot style transfer, multi-level style control, cross-lingual style transfer, and speech-to-singing style transfer. Singing voice samples can be accessed at https://tcsinger.github.io/.
PRESENT: Zero-Shot Text-to-Prosody Control
Current strategies for achieving fine-grained prosody control in speech synthesis entail extracting additional style embeddings or adopting more complex architectures. To enable zero-shot application of pretrained text-to-speech (TTS) models, we present PRESENT (PRosody Editing without Style Embeddings or New Training), which exploits explicit prosody prediction in FastSpeech2-based models by modifying the inference process directly. We apply our text-to-prosody framework to zero-shot language transfer using a JETS model exclusively trained on English LJSpeech data. We obtain character error rates (CER) of 12.8%, 18.7% and 5.9% for German, Hungarian and Spanish respectively, beating the previous state-of-the-art CER by over 2x for all three languages. Furthermore, we allow subphoneme-level control, a first in this field. To evaluate its effectiveness, we show that PRESENT can improve the prosody of questions, and use it to generate Mandarin, a tonal language where vowel pitch varies at subphoneme level. We attain 25.3% hanzi CER and 13.0% pinyin CER with the JETS model. All our code and audio samples are available online.
Zero-Shot Hyperspectral Pansharpening Using Hysteresis-Based Tuning for Spectral Quality Control
Hyperspectral pansharpening has received much attention in recent years due to technological and methodological advances that open the door to new application scenarios. However, research on this topic is only now gaining momentum. The most popular methods are still borrowed from the more mature field of multispectral pansharpening and often overlook the unique challenges posed by hyperspectral data fusion, such as i) the very large number of bands, ii) the overwhelming noise in selected spectral ranges, iii) the significant spectral mismatch between panchromatic and hyperspectral components, iv) a typically high resolution ratio. Imprecise data modeling especially affects spectral fidelity. Even state-of-the-art methods perform well in certain spectral ranges and much worse in others, failing to ensure consistent quality across all bands, with the risk of generating unreliable results. Here, we propose a hyperspectral pansharpening method that explicitly addresses this problem and ensures uniform spectral quality. To this end, a single lightweight neural network is used, with weights that adapt on the fly to each band. During fine-tuning, the spatial loss is turned on and off to ensure a fast convergence of the spectral loss to the desired level, according to a hysteresis-like dynamic. Furthermore, the spatial loss itself is appropriately redefined to account for nonlinear dependencies between panchromatic and spectral bands. Overall, the proposed method is fully unsupervised, with no prior training on external data, flexible, and low-complexity. Experiments on a recently published benchmarking toolbox show that it ensures excellent sharpening quality, competitive with the state-of-the-art, consistently across all bands. The software code and the full set of results are shared online on https://github.com/giu-guarino/rho-PNN.
PoseAnimate: Zero-shot high fidelity pose controllable character animation
Image-to-video(I2V) generation aims to create a video sequence from a single image, which requires high temporal coherence and visual fidelity with the source image.However, existing approaches suffer from character appearance inconsistency and poor preservation of fine details. Moreover, they require a large amount of video data for training, which can be computationally demanding.To address these limitations,we propose PoseAnimate, a novel zero-shot I2V framework for character animation.PoseAnimate contains three key components: 1) Pose-Aware Control Module (PACM) incorporates diverse pose signals into conditional embeddings, to preserve character-independent content and maintain precise alignment of actions.2) Dual Consistency Attention Module (DCAM) enhances temporal consistency, and retains character identity and intricate background details.3) Mask-Guided Decoupling Module (MGDM) refines distinct feature perception, improving animation fidelity by decoupling the character and background.We also propose a Pose Alignment Transition Algorithm (PATA) to ensure smooth action transition.Extensive experiment results demonstrate that our approach outperforms the state-of-the-art training-based methods in terms of character consistency and detail fidelity. Moreover, it maintains a high level of temporal coherence throughout the generated animations.
InterControl: Zero-shot Human Interaction Generation by Controlling Every Joint
Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators.
A Zero-Shot Language Agent for Computer Control with Structured Reflection
Large language models (LLMs) have shown increasing capacity at planning and executing a high-level goal in a live computer environment (e.g. MiniWoB++). To perform a task, recent works often require a model to learn from trace examples of the task via either supervised learning or few/many-shot prompting. Without these trace examples, it remains a challenge how an agent can autonomously learn and improve its control on a computer, which limits the ability of an agent to perform a new task. We approach this problem with a zero-shot agent that requires no given expert traces. Our agent plans for executable actions on a partially observed environment, and iteratively progresses a task by identifying and learning from its mistakes via self-reflection and structured thought management. On the easy tasks of MiniWoB++, we show that our zero-shot agent often outperforms recent SoTAs, with more efficient reasoning. For tasks with more complexity, our reflective agent performs on par with prior best models, even though previous works had the advantages of accessing expert traces or additional screen information.
DiffPortrait3D: Controllable Diffusion for Zero-Shot Portrait View Synthesis
We present DiffPortrait3D, a conditional diffusion model that is capable of synthesizing 3D-consistent photo-realistic novel views from as few as a single in-the-wild portrait. Specifically, given a single RGB input, we aim to synthesize plausible but consistent facial details rendered from novel camera views with retained both identity and facial expression. In lieu of time-consuming optimization and fine-tuning, our zero-shot method generalizes well to arbitrary face portraits with unposed camera views, extreme facial expressions, and diverse artistic depictions. At its core, we leverage the generative prior of 2D diffusion models pre-trained on large-scale image datasets as our rendering backbone, while the denoising is guided with disentangled attentive control of appearance and camera pose. To achieve this, we first inject the appearance context from the reference image into the self-attention layers of the frozen UNets. The rendering view is then manipulated with a novel conditional control module that interprets the camera pose by watching a condition image of a crossed subject from the same view. Furthermore, we insert a trainable cross-view attention module to enhance view consistency, which is further strengthened with a novel 3D-aware noise generation process during inference. We demonstrate state-of-the-art results both qualitatively and quantitatively on our challenging in-the-wild and multi-view benchmarks.
StyleFusion TTS: Multimodal Style-control and Enhanced Feature Fusion for Zero-shot Text-to-speech Synthesis
We introduce StyleFusion-TTS, a prompt and/or audio referenced, style and speaker-controllable, zero-shot text-to-speech (TTS) synthesis system designed to enhance the editability and naturalness of current research literature. We propose a general front-end encoder as a compact and effective module to utilize multimodal inputs including text prompts, audio references, and speaker timbre references in a fully zero-shot manner and produce disentangled style and speaker control embeddings. Our novel approach also leverages a hierarchical conformer structure for the fusion of style and speaker control embeddings, aiming to achieve optimal feature fusion within the current advanced TTS architecture. StyleFusion-TTS is evaluated through multiple metrics, both subjectively and objectively. The system shows promising performance across our evaluations, suggesting its potential to contribute to the advancement of the field of zero-shot text-to-speech synthesis.
DreamVideo-2: Zero-Shot Subject-Driven Video Customization with Precise Motion Control
Recent advances in customized video generation have enabled users to create videos tailored to both specific subjects and motion trajectories. However, existing methods often require complicated test-time fine-tuning and struggle with balancing subject learning and motion control, limiting their real-world applications. In this paper, we present DreamVideo-2, a zero-shot video customization framework capable of generating videos with a specific subject and motion trajectory, guided by a single image and a bounding box sequence, respectively, and without the need for test-time fine-tuning. Specifically, we introduce reference attention, which leverages the model's inherent capabilities for subject learning, and devise a mask-guided motion module to achieve precise motion control by fully utilizing the robust motion signal of box masks derived from bounding boxes. While these two components achieve their intended functions, we empirically observe that motion control tends to dominate over subject learning. To address this, we propose two key designs: 1) the masked reference attention, which integrates a blended latent mask modeling scheme into reference attention to enhance subject representations at the desired positions, and 2) a reweighted diffusion loss, which differentiates the contributions of regions inside and outside the bounding boxes to ensure a balance between subject and motion control. Extensive experimental results on a newly curated dataset demonstrate that DreamVideo-2 outperforms state-of-the-art methods in both subject customization and motion control. The dataset, code, and models will be made publicly available.
Trend-Based SAC Beam Control Method with Zero-Shot in Superconducting Linear Accelerator
The superconducting linear accelerator is a highly flexiable facility for modern scientific discoveries, necessitating weekly reconfiguration and tuning. Accordingly, minimizing setup time proves essential in affording users with ample experimental time. We propose a trend-based soft actor-critic(TBSAC) beam control method with strong robustness, allowing the agents to be trained in a simulated environment and applied to the real accelerator directly with zero-shot. To validate the effectiveness of our method, two different typical beam control tasks were performed on China Accelerator Facility for Superheavy Elements (CAFe II) and a light particle injector(LPI) respectively. The orbit correction tasks were performed in three cryomodules in CAFe II seperately, the time required for tuning has been reduced to one-tenth of that needed by human experts, and the RMS values of the corrected orbit were all less than 1mm. The other transmission efficiency optimization task was conducted in the LPI, our agent successfully optimized the transmission efficiency of radio-frequency quadrupole(RFQ) to over 85% within 2 minutes. The outcomes of these two experiments offer substantiation that our proposed TBSAC approach can efficiently and effectively accomplish beam commissioning tasks while upholding the same standard as skilled human experts. As such, our method exhibits potential for future applications in other accelerator commissioning fields.
Controlling Personality Style in Dialogue with Zero-Shot Prompt-Based Learning
Prompt-based or in-context learning has achieved high zero-shot performance on many natural language generation (NLG) tasks. Here we explore the performance of prompt-based learning for simultaneously controlling the personality and the semantic accuracy of an NLG for task-oriented dialogue. We experiment with prompt-based learning on the PERSONAGE restaurant recommendation corpus to generate semantically and stylistically-controlled text for 5 different Big-5 personality types: agreeable, disagreeable, conscientious, unconscientious, and extravert. We test two different classes of discrete prompts to generate utterances for a particular personality style: (1) prompts that demonstrate generating directly from a meaning representation that includes a personality specification; and (2) prompts that rely on first converting the meaning representation to a textual pseudo-reference, and then using the pseudo-reference in a textual style transfer (TST) prompt. In each case, we show that we can vastly improve performance by over-generating outputs and ranking them, testing several ranking functions based on automatic metrics for semantic accuracy, personality-match, and fluency. We also test whether NLG personality demonstrations from the restaurant domain can be used with meaning representations for the video game domain to generate personality stylized utterances about video games. Our findings show that the TST prompts produces the highest semantic accuracy (78.46% for restaurants and 87.6% for video games) and personality accuracy (100% for restaurants and 97% for video games). Our results on transferring personality style to video game utterances are surprisingly good. To our knowledge, there is no previous work testing the application of prompt-based learning to simultaneously controlling both style and semantic accuracy in NLG.
IndexTTS: An Industrial-Level Controllable and Efficient Zero-Shot Text-To-Speech System
Recently, large language model (LLM) based text-to-speech (TTS) systems have gradually become the mainstream in the industry due to their high naturalness and powerful zero-shot voice cloning capabilities.Here, we introduce the IndexTTS system, which is mainly based on the XTTS and Tortoise model. We add some novel improvements. Specifically, in Chinese scenarios, we adopt a hybrid modeling method that combines characters and pinyin, making the pronunciations of polyphonic characters and long-tail characters controllable. We also performed a comparative analysis of the Vector Quantization (VQ) with Finite-Scalar Quantization (FSQ) for codebook utilization of acoustic speech tokens. To further enhance the effect and stability of voice cloning, we introduce a conformer-based speech conditional encoder and replace the speechcode decoder with BigVGAN2. Compared with XTTS, it has achieved significant improvements in naturalness, content consistency, and zero-shot voice cloning. As for the popular TTS systems in the open-source, such as Fish-Speech, CosyVoice2, FireRedTTS and F5-TTS, IndexTTS has a relatively simple training process, more controllable usage, and faster inference speed. Moreover, its performance surpasses that of these systems. Our demos are available at https://index-tts.github.io.
ZeroComp: Zero-shot Object Compositing from Image Intrinsics via Diffusion
We present ZeroComp, an effective zero-shot 3D object compositing approach that does not require paired composite-scene images during training. Our method leverages ControlNet to condition from intrinsic images and combines it with a Stable Diffusion model to utilize its scene priors, together operating as an effective rendering engine. During training, ZeroComp uses intrinsic images based on geometry, albedo, and masked shading, all without the need for paired images of scenes with and without composite objects. Once trained, it seamlessly integrates virtual 3D objects into scenes, adjusting shading to create realistic composites. We developed a high-quality evaluation dataset and demonstrate that ZeroComp outperforms methods using explicit lighting estimations and generative techniques in quantitative and human perception benchmarks. Additionally, ZeroComp extends to real and outdoor image compositing, even when trained solely on synthetic indoor data, showcasing its effectiveness in image compositing.
Zero-shot Model-based Reinforcement Learning using Large Language Models
The emerging zero-shot capabilities of Large Language Models (LLMs) have led to their applications in areas extending well beyond natural language processing tasks. In reinforcement learning, while LLMs have been extensively used in text-based environments, their integration with continuous state spaces remains understudied. In this paper, we investigate how pre-trained LLMs can be leveraged to predict in context the dynamics of continuous Markov decision processes. We identify handling multivariate data and incorporating the control signal as key challenges that limit the potential of LLMs' deployment in this setup and propose Disentangled In-Context Learning (DICL) to address them. We present proof-of-concept applications in two reinforcement learning settings: model-based policy evaluation and data-augmented off-policy reinforcement learning, supported by theoretical analysis of the proposed methods. Our experiments further demonstrate that our approach produces well-calibrated uncertainty estimates. We release the code at https://github.com/abenechehab/dicl.
VidEdit: Zero-Shot and Spatially Aware Text-Driven Video Editing
Recently, diffusion-based generative models have achieved remarkable success for image generation and edition. However, their use for video editing still faces important limitations. This paper introduces VidEdit, a novel method for zero-shot text-based video editing ensuring strong temporal and spatial consistency. Firstly, we propose to combine atlas-based and pre-trained text-to-image diffusion models to provide a training-free and efficient editing method, which by design fulfills temporal smoothness. Secondly, we leverage off-the-shelf panoptic segmenters along with edge detectors and adapt their use for conditioned diffusion-based atlas editing. This ensures a fine spatial control on targeted regions while strictly preserving the structure of the original video. Quantitative and qualitative experiments show that VidEdit outperforms state-of-the-art methods on DAVIS dataset, regarding semantic faithfulness, image preservation, and temporal consistency metrics. With this framework, processing a single video only takes approximately one minute, and it can generate multiple compatible edits based on a unique text prompt. Project web-page at https://videdit.github.io
Towards Zero-Shot Multimodal Machine Translation
Current multimodal machine translation (MMT) systems rely on fully supervised data (i.e models are trained on sentences with their translations and accompanying images). However, this type of data is costly to collect, limiting the extension of MMT to other language pairs for which such data does not exist. In this work, we propose a method to bypass the need for fully supervised data to train MMT systems, using multimodal English data only. Our method, called ZeroMMT, consists in adapting a strong text-only machine translation (MT) model by training it on a mixture of two objectives: visually conditioned masked language modelling and the Kullback-Leibler divergence between the original and new MMT outputs. We evaluate on standard MMT benchmarks and the recently released CoMMuTE, a contrastive benchmark aiming to evaluate how well models use images to disambiguate English sentences. We obtain disambiguation performance close to state-of-the-art MMT models trained additionally on fully supervised examples. To prove that our method generalizes to languages with no fully supervised training data available, we extend the CoMMuTE evaluation dataset to three new languages: Arabic, Russian and Chinese. We further show that we can control the trade-off between disambiguation capabilities and translation fidelity at inference time using classifier-free guidance and without any additional data. Our code, data and trained models are publicly accessible.
No "Zero-Shot" Without Exponential Data: Pretraining Concept Frequency Determines Multimodal Model Performance
Web-crawled pretraining datasets underlie the impressive "zero-shot" evaluation performance of multimodal models, such as CLIP for classification/retrieval and Stable-Diffusion for image generation. However, it is unclear how meaningful the notion of "zero-shot" generalization is for such multimodal models, as it is not known to what extent their pretraining datasets encompass the downstream concepts targeted for during "zero-shot" evaluation. In this work, we ask: How is the performance of multimodal models on downstream concepts influenced by the frequency of these concepts in their pretraining datasets? We comprehensively investigate this question across 34 models and five standard pretraining datasets (CC-3M, CC-12M, YFCC-15M, LAION-400M, LAION-Aesthetics), generating over 300GB of data artifacts. We consistently find that, far from exhibiting "zero-shot" generalization, multimodal models require exponentially more data to achieve linear improvements in downstream "zero-shot" performance, following a sample inefficient log-linear scaling trend. This trend persists even when controlling for sample-level similarity between pretraining and downstream datasets, and testing on purely synthetic data distributions. Furthermore, upon benchmarking models on long-tailed data sampled based on our analysis, we demonstrate that multimodal models across the board perform poorly. We contribute this long-tail test set as the "Let it Wag!" benchmark to further research in this direction. Taken together, our study reveals an exponential need for training data which implies that the key to "zero-shot" generalization capabilities under large-scale training paradigms remains to be found.
Improving Semantic Embedding Consistency by Metric Learning for Zero-Shot Classification
This paper addresses the task of zero-shot image classification. The key contribution of the proposed approach is to control the semantic embedding of images -- one of the main ingredients of zero-shot learning -- by formulating it as a metric learning problem. The optimized empirical criterion associates two types of sub-task constraints: metric discriminating capacity and accurate attribute prediction. This results in a novel expression of zero-shot learning not requiring the notion of class in the training phase: only pairs of image/attributes, augmented with a consistency indicator, are given as ground truth. At test time, the learned model can predict the consistency of a test image with a given set of attributes , allowing flexible ways to produce recognition inferences. Despite its simplicity, the proposed approach gives state-of-the-art results on four challenging datasets used for zero-shot recognition evaluation.
CrowdMoGen: Zero-Shot Text-Driven Collective Motion Generation
Crowd Motion Generation is essential in entertainment industries such as animation and games as well as in strategic fields like urban simulation and planning. This new task requires an intricate integration of control and generation to realistically synthesize crowd dynamics under specific spatial and semantic constraints, whose challenges are yet to be fully explored. On the one hand, existing human motion generation models typically focus on individual behaviors, neglecting the complexities of collective behaviors. On the other hand, recent methods for multi-person motion generation depend heavily on pre-defined scenarios and are limited to a fixed, small number of inter-person interactions, thus hampering their practicality. To overcome these challenges, we introduce CrowdMoGen, a zero-shot text-driven framework that harnesses the power of Large Language Model (LLM) to incorporate the collective intelligence into the motion generation framework as guidance, thereby enabling generalizable planning and generation of crowd motions without paired training data. Our framework consists of two key components: 1) Crowd Scene Planner that learns to coordinate motions and dynamics according to specific scene contexts or introduced perturbations, and 2) Collective Motion Generator that efficiently synthesizes the required collective motions based on the holistic plans. Extensive quantitative and qualitative experiments have validated the effectiveness of our framework, which not only fills a critical gap by providing scalable and generalizable solutions for Crowd Motion Generation task but also achieves high levels of realism and flexibility.
Everyone-Can-Sing: Zero-Shot Singing Voice Synthesis and Conversion with Speech Reference
We propose a unified framework for Singing Voice Synthesis (SVS) and Conversion (SVC), addressing the limitations of existing approaches in cross-domain SVS/SVC, poor output musicality, and scarcity of singing data. Our framework enables control over multiple aspects, including language content based on lyrics, performance attributes based on a musical score, singing style and vocal techniques based on a selector, and voice identity based on a speech sample. The proposed zero-shot learning paradigm consists of one SVS model and two SVC models, utilizing pre-trained content embeddings and a diffusion-based generator. The proposed framework is also trained on mixed datasets comprising both singing and speech audio, allowing singing voice cloning based on speech reference. Experiments show substantial improvements in timbre similarity and musicality over state-of-the-art baselines, providing insights into other low-data music tasks such as instrumental style transfer. Examples can be found at: everyone-can-sing.github.io.
Boundary Attention Constrained Zero-Shot Layout-To-Image Generation
Recent text-to-image diffusion models excel at generating high-resolution images from text but struggle with precise control over spatial composition and object counting. To address these challenges, several studies developed layout-to-image (L2I) approaches that incorporate layout instructions into text-to-image models. However, existing L2I methods typically require either fine-tuning pretrained parameters or training additional control modules for the diffusion models. In this work, we propose a novel zero-shot L2I approach, BACON (Boundary Attention Constrained generation), which eliminates the need for additional modules or fine-tuning. Specifically, we use text-visual cross-attention feature maps to quantify inconsistencies between the layout of the generated images and the provided instructions, and then compute loss functions to optimize latent features during the diffusion reverse process. To enhance spatial controllability and mitigate semantic failures in complex layout instructions, we leverage pixel-to-pixel correlations in the self-attention feature maps to align cross-attention maps and combine three loss functions constrained by boundary attention to update latent features. Comprehensive experimental results on both L2I and non-L2I pretrained diffusion models demonstrate that our method outperforms existing zero-shot L2I techniuqes both quantitatively and qualitatively in terms of image composition on the DrawBench and HRS benchmarks.
AnimateZero: Video Diffusion Models are Zero-Shot Image Animators
Large-scale text-to-video (T2V) diffusion models have great progress in recent years in terms of visual quality, motion and temporal consistency. However, the generation process is still a black box, where all attributes (e.g., appearance, motion) are learned and generated jointly without precise control ability other than rough text descriptions. Inspired by image animation which decouples the video as one specific appearance with the corresponding motion, we propose AnimateZero to unveil the pre-trained text-to-video diffusion model, i.e., AnimateDiff, and provide more precise appearance and motion control abilities for it. For appearance control, we borrow intermediate latents and their features from the text-to-image (T2I) generation for ensuring the generated first frame is equal to the given generated image. For temporal control, we replace the global temporal attention of the original T2V model with our proposed positional-corrected window attention to ensure other frames align with the first frame well. Empowered by the proposed methods, AnimateZero can successfully control the generating progress without further training. As a zero-shot image animator for given images, AnimateZero also enables multiple new applications, including interactive video generation and real image animation. The detailed experiments demonstrate the effectiveness of the proposed method in both T2V and related applications.
Zero-1-to-3: Zero-shot One Image to 3D Object
We introduce Zero-1-to-3, a framework for changing the camera viewpoint of an object given just a single RGB image. To perform novel view synthesis in this under-constrained setting, we capitalize on the geometric priors that large-scale diffusion models learn about natural images. Our conditional diffusion model uses a synthetic dataset to learn controls of the relative camera viewpoint, which allow new images to be generated of the same object under a specified camera transformation. Even though it is trained on a synthetic dataset, our model retains a strong zero-shot generalization ability to out-of-distribution datasets as well as in-the-wild images, including impressionist paintings. Our viewpoint-conditioned diffusion approach can further be used for the task of 3D reconstruction from a single image. Qualitative and quantitative experiments show that our method significantly outperforms state-of-the-art single-view 3D reconstruction and novel view synthesis models by leveraging Internet-scale pre-training.
Zero-Shot Robotic Manipulation with Pretrained Image-Editing Diffusion Models
If generalist robots are to operate in truly unstructured environments, they need to be able to recognize and reason about novel objects and scenarios. Such objects and scenarios might not be present in the robot's own training data. We propose SuSIE, a method that leverages an image-editing diffusion model to act as a high-level planner by proposing intermediate subgoals that a low-level controller can accomplish. Specifically, we finetune InstructPix2Pix on video data, consisting of both human videos and robot rollouts, such that it outputs hypothetical future "subgoal" observations given the robot's current observation and a language command. We also use the robot data to train a low-level goal-conditioned policy to act as the aforementioned low-level controller. We find that the high-level subgoal predictions can utilize Internet-scale pretraining and visual understanding to guide the low-level goal-conditioned policy, achieving significantly better generalization and precision than conventional language-conditioned policies. We achieve state-of-the-art results on the CALVIN benchmark, and also demonstrate robust generalization on real-world manipulation tasks, beating strong baselines that have access to privileged information or that utilize orders of magnitude more compute and training data. The project website can be found at http://rail-berkeley.github.io/susie .
Zero-Shot Video Editing through Adaptive Sliding Score Distillation
The burgeoning field of text-based video generation (T2V) has reignited significant interest in the research of controllable video editing. Although pre-trained T2V-based editing models have achieved efficient editing capabilities, current works are still plagued by two major challenges. Firstly, the inherent limitations of T2V models lead to content inconsistencies and motion discontinuities between frames. Secondly, the notorious issue of over-editing significantly disrupts areas that are intended to remain unaltered. To address these challenges, our work aims to explore a robust video-based editing paradigm based on score distillation. Specifically, we propose an Adaptive Sliding Score Distillation strategy, which not only enhances the stability of T2V supervision but also incorporates both global and local video guidance to mitigate the impact of generation errors. Additionally, we modify the self-attention layers during the editing process to further preserve the key features of the original video. Extensive experiments demonstrate that these strategies enable us to effectively address the aforementioned challenges, achieving superior editing performance compared to existing state-of-the-art methods.
CustomNet: Zero-shot Object Customization with Variable-Viewpoints in Text-to-Image Diffusion Models
Incorporating a customized object into image generation presents an attractive feature in text-to-image generation. However, existing optimization-based and encoder-based methods are hindered by drawbacks such as time-consuming optimization, insufficient identity preservation, and a prevalent copy-pasting effect. To overcome these limitations, we introduce CustomNet, a novel object customization approach that explicitly incorporates 3D novel view synthesis capabilities into the object customization process. This integration facilitates the adjustment of spatial position relationships and viewpoints, yielding diverse outputs while effectively preserving object identity. Moreover, we introduce delicate designs to enable location control and flexible background control through textual descriptions or specific user-defined images, overcoming the limitations of existing 3D novel view synthesis methods. We further leverage a dataset construction pipeline that can better handle real-world objects and complex backgrounds. Equipped with these designs, our method facilitates zero-shot object customization without test-time optimization, offering simultaneous control over the viewpoints, location, and background. As a result, our CustomNet ensures enhanced identity preservation and generates diverse, harmonious outputs.
Zero-shot spatial layout conditioning for text-to-image diffusion models
Large-scale text-to-image diffusion models have significantly improved the state of the art in generative image modelling and allow for an intuitive and powerful user interface to drive the image generation process. Expressing spatial constraints, e.g. to position specific objects in particular locations, is cumbersome using text; and current text-based image generation models are not able to accurately follow such instructions. In this paper we consider image generation from text associated with segments on the image canvas, which combines an intuitive natural language interface with precise spatial control over the generated content. We propose ZestGuide, a zero-shot segmentation guidance approach that can be plugged into pre-trained text-to-image diffusion models, and does not require any additional training. It leverages implicit segmentation maps that can be extracted from cross-attention layers, and uses them to align the generation with input masks. Our experimental results combine high image quality with accurate alignment of generated content with input segmentations, and improve over prior work both quantitatively and qualitatively, including methods that require training on images with corresponding segmentations. Compared to Paint with Words, the previous state-of-the art in image generation with zero-shot segmentation conditioning, we improve by 5 to 10 mIoU points on the COCO dataset with similar FID scores.
Zero-shot Domain-sensitive Speech Recognition with Prompt-conditioning Fine-tuning
In this work, we propose a method to create domain-sensitive speech recognition models that utilize textual domain information by conditioning its generation on a given text prompt. This is accomplished by fine-tuning a pre-trained, end-to-end model (Whisper) to learn from demonstrations with prompt examples. We show that this ability can be generalized to different domains and even various prompt contexts, with our model gaining a Word Error Rate (WER) reduction of up to 33% on unseen datasets from various domains, such as medical conversation, air traffic control communication, and financial meetings. Considering the limited availability of audio-transcript pair data, we further extend our method to text-only fine-tuning to achieve domain sensitivity as well as domain adaptation. We demonstrate that our text-only fine-tuned model can also attend to various prompt contexts, with the model reaching the most WER reduction of 29% on the medical conversation dataset.
Zero-Shot Unsupervised and Text-Based Audio Editing Using DDPM Inversion
Editing signals using large pre-trained models, in a zero-shot manner, has recently seen rapid advancements in the image domain. However, this wave has yet to reach the audio domain. In this paper, we explore two zero-shot editing techniques for audio signals, which use DDPM inversion on pre-trained diffusion models. The first, adopted from the image domain, allows text-based editing. The second, is a novel approach for discovering semantically meaningful editing directions without supervision. When applied to music signals, this method exposes a range of musically interesting modifications, from controlling the participation of specific instruments to improvisations on the melody. Samples can be found on our examples page in https://hilamanor.github.io/AudioEditing/ and code can be found in https://github.com/hilamanor/AudioEditing/ .
Towards Truly Zero-shot Compositional Visual Reasoning with LLMs as Programmers
Visual reasoning is dominated by end-to-end neural networks scaled to billions of model parameters and training examples. However, even the largest models struggle with compositional reasoning, generalization, fine-grained spatial and temporal reasoning, and counting. Visual reasoning with large language models (LLMs) as controllers can, in principle, address these limitations by decomposing the task and solving subtasks by orchestrating a set of (visual) tools. Recently, these models achieved great performance on tasks such as compositional visual question answering, visual grounding, and video temporal reasoning. Nevertheless, in their current form, these models heavily rely on human engineering of in-context examples in the prompt, which are often dataset- and task-specific and require significant labor by highly skilled programmers. In this work, we present a framework that mitigates these issues by introducing spatially and temporally abstract routines and by leveraging a small number of labeled examples to automatically generate in-context examples, thereby avoiding human-created in-context examples. On a number of visual reasoning tasks, we show that our framework leads to consistent gains in performance, makes LLMs as controllers setup more robust, and removes the need for human engineering of in-context examples.
DRED: Zero-Shot Transfer in Reinforcement Learning via Data-Regularised Environment Design
Autonomous agents trained using deep reinforcement learning (RL) often lack the ability to successfully generalise to new environments, even when these environments share characteristics with the ones they have encountered during training. In this work, we investigate how the sampling of individual environment instances, or levels, affects the zero-shot generalisation (ZSG) ability of RL agents. We discover that, for deep actor-critic architectures sharing their base layers, prioritising levels according to their value loss minimises the mutual information between the agent's internal representation and the set of training levels in the generated training data. This provides a novel theoretical justification for the regularisation achieved by certain adaptive sampling strategies. We then turn our attention to unsupervised environment design (UED) methods, which assume control over level generation. We find that existing UED methods can significantly shift the training distribution, which translates to low ZSG performance. To prevent both overfitting and distributional shift, we introduce data-regularised environment design (DRED). DRED generates levels using a generative model trained to approximate the ground truth distribution of an initial set of level parameters. Through its grounding, DRED achieves significant improvements in ZSG over adaptive level sampling strategies and UED methods. Our code and experimental data are available at https://github.com/uoe-agents/dred.
Making Flow-Matching-Based Zero-Shot Text-to-Speech Laugh as You Like
Laughter is one of the most expressive and natural aspects of human speech, conveying emotions, social cues, and humor. However, most text-to-speech (TTS) systems lack the ability to produce realistic and appropriate laughter sounds, limiting their applications and user experience. While there have been prior works to generate natural laughter, they fell short in terms of controlling the timing and variety of the laughter to be generated. In this work, we propose ELaTE, a zero-shot TTS that can generate natural laughing speech of any speaker based on a short audio prompt with precise control of laughter timing and expression. Specifically, ELaTE works on the audio prompt to mimic the voice characteristic, the text prompt to indicate the contents of the generated speech, and the input to control the laughter expression, which can be either the start and end times of laughter, or the additional audio prompt that contains laughter to be mimicked. We develop our model based on the foundation of conditional flow-matching-based zero-shot TTS, and fine-tune it with frame-level representation from a laughter detector as additional conditioning. With a simple scheme to mix small-scale laughter-conditioned data with large-scale pre-training data, we demonstrate that a pre-trained zero-shot TTS model can be readily fine-tuned to generate natural laughter with precise controllability, without losing any quality of the pre-trained zero-shot TTS model. Through the evaluations, we show that ELaTE can generate laughing speech with significantly higher quality and controllability compared to conventional models. See https://aka.ms/elate/ for demo samples.
MaskGCT: Zero-Shot Text-to-Speech with Masked Generative Codec Transformer
The recent large-scale text-to-speech (TTS) systems are usually grouped as autoregressive and non-autoregressive systems. The autoregressive systems implicitly model duration but exhibit certain deficiencies in robustness and lack of duration controllability. Non-autoregressive systems require explicit alignment information between text and speech during training and predict durations for linguistic units (e.g. phone), which may compromise their naturalness. In this paper, we introduce Masked Generative Codec Transformer (MaskGCT), a fully non-autoregressive TTS model that eliminates the need for explicit alignment information between text and speech supervision, as well as phone-level duration prediction. MaskGCT is a two-stage model: in the first stage, the model uses text to predict semantic tokens extracted from a speech self-supervised learning (SSL) model, and in the second stage, the model predicts acoustic tokens conditioned on these semantic tokens. MaskGCT follows the mask-and-predict learning paradigm. During training, MaskGCT learns to predict masked semantic or acoustic tokens based on given conditions and prompts. During inference, the model generates tokens of a specified length in a parallel manner. Experiments with 100K hours of in-the-wild speech demonstrate that MaskGCT outperforms the current state-of-the-art zero-shot TTS systems in terms of quality, similarity, and intelligibility. Audio samples are available at https://maskgct.github.io/.
Dream2Real: Zero-Shot 3D Object Rearrangement with Vision-Language Models
We introduce Dream2Real, a robotics framework which integrates vision-language models (VLMs) trained on 2D data into a 3D object rearrangement pipeline. This is achieved by the robot autonomously constructing a 3D representation of the scene, where objects can be rearranged virtually and an image of the resulting arrangement rendered. These renders are evaluated by a VLM, so that the arrangement which best satisfies the user instruction is selected and recreated in the real world with pick-and-place. This enables language-conditioned rearrangement to be performed zero-shot, without needing to collect a training dataset of example arrangements. Results on a series of real-world tasks show that this framework is robust to distractors, controllable by language, capable of understanding complex multi-object relations, and readily applicable to both tabletop and 6-DoF rearrangement tasks.
Pseudo-Autoregressive Neural Codec Language Models for Efficient Zero-Shot Text-to-Speech Synthesis
Recent zero-shot text-to-speech (TTS) systems face a common dilemma: autoregressive (AR) models suffer from slow generation and lack duration controllability, while non-autoregressive (NAR) models lack temporal modeling and typically require complex designs. In this paper, we introduce a novel pseudo-autoregressive (PAR) codec language modeling approach that unifies AR and NAR modeling. Combining explicit temporal modeling from AR with parallel generation from NAR, PAR generates dynamic-length spans at fixed time steps. Building on PAR, we propose PALLE, a two-stage TTS system that leverages PAR for initial generation followed by NAR refinement. In the first stage, PAR progressively generates speech tokens along the time dimension, with each step predicting all positions in parallel but only retaining the left-most span. In the second stage, low-confidence tokens are iteratively refined in parallel, leveraging the global contextual information. Experiments demonstrate that PALLE, trained on LibriTTS, outperforms state-of-the-art systems trained on large-scale data, including F5-TTS, E2-TTS, and MaskGCT, on the LibriSpeech test-clean set in terms of speech quality, speaker similarity, and intelligibility, while achieving up to ten times faster inference speed. Audio samples are available at https://anonymous-palle.github.io.
ORIGEN: Zero-Shot 3D Orientation Grounding in Text-to-Image Generation
We introduce ORIGEN, the first zero-shot method for 3D orientation grounding in text-to-image generation across multiple objects and diverse categories. While previous work on spatial grounding in image generation has mainly focused on 2D positioning, it lacks control over 3D orientation. To address this, we propose a reward-guided sampling approach using a pretrained discriminative model for 3D orientation estimation and a one-step text-to-image generative flow model. While gradient-ascent-based optimization is a natural choice for reward-based guidance, it struggles to maintain image realism. Instead, we adopt a sampling-based approach using Langevin dynamics, which extends gradient ascent by simply injecting random noise--requiring just a single additional line of code. Additionally, we introduce adaptive time rescaling based on the reward function to accelerate convergence. Our experiments show that ORIGEN outperforms both training-based and test-time guidance methods across quantitative metrics and user studies.
ZePo: Zero-Shot Portrait Stylization with Faster Sampling
Diffusion-based text-to-image generation models have significantly advanced the field of art content synthesis. However, current portrait stylization methods generally require either model fine-tuning based on examples or the employment of DDIM Inversion to revert images to noise space, both of which substantially decelerate the image generation process. To overcome these limitations, this paper presents an inversion-free portrait stylization framework based on diffusion models that accomplishes content and style feature fusion in merely four sampling steps. We observed that Latent Consistency Models employing consistency distillation can effectively extract representative Consistency Features from noisy images. To blend the Consistency Features extracted from both content and style images, we introduce a Style Enhancement Attention Control technique that meticulously merges content and style features within the attention space of the target image. Moreover, we propose a feature merging strategy to amalgamate redundant features in Consistency Features, thereby reducing the computational load of attention control. Extensive experiments have validated the effectiveness of our proposed framework in enhancing stylization efficiency and fidelity. The code is available at https://github.com/liujin112/ZePo.
MALMM: Multi-Agent Large Language Models for Zero-Shot Robotics Manipulation
Large Language Models (LLMs) have demonstrated remarkable planning abilities across various domains, including robotics manipulation and navigation. While recent efforts in robotics have leveraged LLMs both for high-level and low-level planning, these approaches often face significant challenges, such as hallucinations in long-horizon tasks and limited adaptability due to the generation of plans in a single pass without real-time feedback. To address these limitations, we propose a novel multi-agent LLM framework, Multi-Agent Large Language Model for Manipulation (MALMM) that distributes high-level planning and low-level control code generation across specialized LLM agents, supervised by an additional agent that dynamically manages transitions. By incorporating observations from the environment after each step, our framework effectively handles intermediate failures and enables adaptive re-planning. Unlike existing methods, our approach does not rely on pre-trained skill policies or in-context learning examples and generalizes to a variety of new tasks. We evaluate our approach on nine RLBench tasks, including long-horizon tasks, and demonstrate its ability to solve robotics manipulation in a zero-shot setting, thereby overcoming key limitations of existing LLM-based manipulation methods.
ZS-VCOS: Zero-Shot Video Camouflaged Object Segmentation By Optical Flow and Open Vocabulary Object Detection
Camouflaged object segmentation presents unique challenges compared to traditional segmentation tasks, primarily due to the high similarity in patterns and colors between camouflaged objects and their backgrounds. Effective solutions to this problem have significant implications in critical areas such as pest control, defect detection, and lesion segmentation in medical imaging. Prior research has predominantly emphasized supervised or unsupervised pre-training methods, leaving zero-shot approaches significantly underdeveloped. Existing zero-shot techniques commonly utilize the Segment Anything Model (SAM) in automatic mode or rely on vision-language models to generate cues for segmentation; however, their performances remain unsatisfactory, due to the similarity of the camouflaged object and the background. This work studies how to avoid training by integrating large pre-trained models like SAM-2 and Owl-v2 with temporal information into a modular pipeline. Evaluated on the MoCA-Mask dataset, our approach achieves outstanding performance improvements, significantly outperforming existing zero-shot methods by raising the F-measure (F_beta^w) from 0.296 to 0.628. Our approach also surpasses supervised methods, increasing the F-measure from 0.476 to 0.628. Additionally, evaluation on the MoCA-Filter dataset demonstrates an increase in the success rate from 0.628 to 0.697 when compared with FlowSAM, a supervised transfer method. A thorough ablation study further validates the individual contributions of each component. Besides our main contributions, we also highlight inconsistencies in previous work regarding metrics and settings. Code can be found in https://github.com/weathon/vcos.
Towards Zero-shot 3D Anomaly Localization
3D anomaly detection and localization is of great significance for industrial inspection. Prior 3D anomaly detection and localization methods focus on the setting that the testing data share the same category as the training data which is normal. However, in real-world applications, the normal training data for the target 3D objects can be unavailable due to issues like data privacy or export control regulation. To tackle these challenges, we identify a new task -- zero-shot 3D anomaly detection and localization, where the training and testing classes do not overlap. To this end, we design 3DzAL, a novel patch-level contrastive learning framework based on pseudo anomalies generated using the inductive bias from task-irrelevant 3D xyz data to learn more representative feature representations. Furthermore, we train a normalcy classifier network to classify the normal patches and pseudo anomalies and utilize the classification result jointly with feature distance to design anomaly scores. Instead of directly using the patch point clouds, we introduce adversarial perturbations to the input patch xyz data before feeding into the 3D normalcy classifier for the classification-based anomaly score. We show that 3DzAL outperforms the state-of-the-art anomaly detection and localization performance.
TCSinger 2: Customizable Multilingual Zero-shot Singing Voice Synthesis
Customizable multilingual zero-shot singing voice synthesis (SVS) has various potential applications in music composition and short video dubbing. However, existing SVS models overly depend on phoneme and note boundary annotations, limiting their robustness in zero-shot scenarios and producing poor transitions between phonemes and notes. Moreover, they also lack effective multi-level style control via diverse prompts. To overcome these challenges, we introduce TCSinger 2, a multi-task multilingual zero-shot SVS model with style transfer and style control based on various prompts. TCSinger 2 mainly includes three key modules: 1) Blurred Boundary Content (BBC) Encoder, predicts duration, extends content embedding, and applies masking to the boundaries to enable smooth transitions. 2) Custom Audio Encoder, uses contrastive learning to extract aligned representations from singing, speech, and textual prompts. 3) Flow-based Custom Transformer, leverages Cus-MOE, with F0 supervision, enhancing both the synthesis quality and style modeling of the generated singing voice. Experimental results show that TCSinger 2 outperforms baseline models in both subjective and objective metrics across multiple related tasks. Singing voice samples are available at https://aaronz345.github.io/TCSinger2Demo/.
MS-Diffusion: Multi-subject Zero-shot Image Personalization with Layout Guidance
Recent advancements in text-to-image generation models have dramatically enhanced the generation of photorealistic images from textual prompts, leading to an increased interest in personalized text-to-image applications, particularly in multi-subject scenarios. However, these advances are hindered by two main challenges: firstly, the need to accurately maintain the details of each referenced subject in accordance with the textual descriptions; and secondly, the difficulty in achieving a cohesive representation of multiple subjects in a single image without introducing inconsistencies. To address these concerns, our research introduces the MS-Diffusion framework for layout-guided zero-shot image personalization with multi-subjects. This innovative approach integrates grounding tokens with the feature resampler to maintain detail fidelity among subjects. With the layout guidance, MS-Diffusion further improves the cross-attention to adapt to the multi-subject inputs, ensuring that each subject condition acts on specific areas. The proposed multi-subject cross-attention orchestrates harmonious inter-subject compositions while preserving the control of texts. Comprehensive quantitative and qualitative experiments affirm that this method surpasses existing models in both image and text fidelity, promoting the development of personalized text-to-image generation.
Taming generative video models for zero-shot optical flow extraction
Extracting optical flow from videos remains a core computer vision problem. Motivated by the success of large general-purpose models, we ask whether frozen self-supervised video models trained only for future frame prediction can be prompted, without fine-tuning, to output flow. Prior work reading out depth or illumination from video generators required fine-tuning, which is impractical for flow where labels are scarce and synthetic datasets suffer from a sim-to-real gap. Inspired by the Counterfactual World Model (CWM) paradigm, which can obtain point-wise correspondences by injecting a small tracer perturbation into a next-frame predictor and tracking its propagation, we extend this idea to generative video models. We explore several popular architectures and find that successful zero-shot flow extraction in this manner is aided by three model properties: (1) distributional prediction of future frames (avoiding blurry or noisy outputs); (2) factorized latents that treat each spatio-temporal patch independently; and (3) random-access decoding that can condition on any subset of future pixels. These properties are uniquely present in the recent Local Random Access Sequence (LRAS) architecture. Building on LRAS, we propose KL-tracing: a novel test-time procedure that injects a localized perturbation into the first frame, rolls out the model one step, and computes the Kullback-Leibler divergence between perturbed and unperturbed predictive distributions. Without any flow-specific fine-tuning, our method outperforms state-of-the-art models on real-world TAP-Vid DAVIS dataset (16.6% relative improvement for endpoint error) and synthetic TAP-Vid Kubric (4.7% relative improvement). Our results indicate that counterfactual prompting of controllable generative video models is a scalable and effective alternative to supervised or photometric-loss approaches for high-quality flow.
Aladdin: Zero-Shot Hallucination of Stylized 3D Assets from Abstract Scene Descriptions
What constitutes the "vibe" of a particular scene? What should one find in "a busy, dirty city street", "an idyllic countryside", or "a crime scene in an abandoned living room"? The translation from abstract scene descriptions to stylized scene elements cannot be done with any generality by extant systems trained on rigid and limited indoor datasets. In this paper, we propose to leverage the knowledge captured by foundation models to accomplish this translation. We present a system that can serve as a tool to generate stylized assets for 3D scenes described by a short phrase, without the need to enumerate the objects to be found within the scene or give instructions on their appearance. Additionally, it is robust to open-world concepts in a way that traditional methods trained on limited data are not, affording more creative freedom to the 3D artist. Our system demonstrates this using a foundation model "team" composed of a large language model, a vision-language model and several image diffusion models, which communicate using an interpretable and user-editable intermediate representation, thus allowing for more versatile and controllable stylized asset generation for 3D artists. We introduce novel metrics for this task, and show through human evaluations that in 91% of the cases, our system outputs are judged more faithful to the semantics of the input scene description than the baseline, thus highlighting the potential of this approach to radically accelerate the 3D content creation process for 3D artists.
SEF-VC: Speaker Embedding Free Zero-Shot Voice Conversion with Cross Attention
Zero-shot voice conversion (VC) aims to transfer the source speaker timbre to arbitrary unseen target speaker timbre, while keeping the linguistic content unchanged. Although the voice of generated speech can be controlled by providing the speaker embedding of the target speaker, the speaker similarity still lags behind the ground truth recordings. In this paper, we propose SEF-VC, a speaker embedding free voice conversion model, which is designed to learn and incorporate speaker timbre from reference speech via a powerful position-agnostic cross-attention mechanism, and then reconstruct waveform from HuBERT semantic tokens in a non-autoregressive manner. The concise design of SEF-VC enhances its training stability and voice conversion performance. Objective and subjective evaluations demonstrate the superiority of SEF-VC to generate high-quality speech with better similarity to target reference than strong zero-shot VC baselines, even for very short reference speeches.
ViLMA: A Zero-Shot Benchmark for Linguistic and Temporal Grounding in Video-Language Models
With the ever-increasing popularity of pretrained Video-Language Models (VidLMs), there is a pressing need to develop robust evaluation methodologies that delve deeper into their visio-linguistic capabilities. To address this challenge, we present ViLMA (Video Language Model Assessment), a task-agnostic benchmark that places the assessment of fine-grained capabilities of these models on a firm footing. Task-based evaluations, while valuable, fail to capture the complexities and specific temporal aspects of moving images that VidLMs need to process. Through carefully curated counterfactuals, ViLMA offers a controlled evaluation suite that sheds light on the true potential of these models, as well as their performance gaps compared to human-level understanding. ViLMA also includes proficiency tests, which assess basic capabilities deemed essential to solving the main counterfactual tests. We show that current VidLMs' grounding abilities are no better than those of vision-language models which use static images. This is especially striking once the performance on proficiency tests is factored in. Our benchmark serves as a catalyst for future research on VidLMs, helping to highlight areas that still need to be explored.
InstantFamily: Masked Attention for Zero-shot Multi-ID Image Generation
In the field of personalized image generation, the ability to create images preserving concepts has significantly improved. Creating an image that naturally integrates multiple concepts in a cohesive and visually appealing composition can indeed be challenging. This paper introduces "InstantFamily," an approach that employs a novel masked cross-attention mechanism and a multimodal embedding stack to achieve zero-shot multi-ID image generation. Our method effectively preserves ID as it utilizes global and local features from a pre-trained face recognition model integrated with text conditions. Additionally, our masked cross-attention mechanism enables the precise control of multi-ID and composition in the generated images. We demonstrate the effectiveness of InstantFamily through experiments showing its dominance in generating images with multi-ID, while resolving well-known multi-ID generation problems. Additionally, our model achieves state-of-the-art performance in both single-ID and multi-ID preservation. Furthermore, our model exhibits remarkable scalability with a greater number of ID preservation than it was originally trained with.
BootPIG: Bootstrapping Zero-shot Personalized Image Generation Capabilities in Pretrained Diffusion Models
Recent text-to-image generation models have demonstrated incredible success in generating images that faithfully follow input prompts. However, the requirement of using words to describe a desired concept provides limited control over the appearance of the generated concepts. In this work, we address this shortcoming by proposing an approach to enable personalization capabilities in existing text-to-image diffusion models. We propose a novel architecture (BootPIG) that allows a user to provide reference images of an object in order to guide the appearance of a concept in the generated images. The proposed BootPIG architecture makes minimal modifications to a pretrained text-to-image diffusion model and utilizes a separate UNet model to steer the generations toward the desired appearance. We introduce a training procedure that allows us to bootstrap personalization capabilities in the BootPIG architecture using data generated from pretrained text-to-image models, LLM chat agents, and image segmentation models. In contrast to existing methods that require several days of pretraining, the BootPIG architecture can be trained in approximately 1 hour. Experiments on the DreamBooth dataset demonstrate that BootPIG outperforms existing zero-shot methods while being comparable with test-time finetuning approaches. Through a user study, we validate the preference for BootPIG generations over existing methods both in maintaining fidelity to the reference object's appearance and aligning with textual prompts.
GET-Zero: Graph Embodiment Transformer for Zero-shot Embodiment Generalization
This paper introduces GET-Zero, a model architecture and training procedure for learning an embodiment-aware control policy that can immediately adapt to new hardware changes without retraining. To do so, we present Graph Embodiment Transformer (GET), a transformer model that leverages the embodiment graph connectivity as a learned structural bias in the attention mechanism. We use behavior cloning to distill demonstration data from embodiment-specific expert policies into an embodiment-aware GET model that conditions on the hardware configuration of the robot to make control decisions. We conduct a case study on a dexterous in-hand object rotation task using different configurations of a four-fingered robot hand with joints removed and with link length extensions. Using the GET model along with a self-modeling loss enables GET-Zero to zero-shot generalize to unseen variation in graph structure and link length, yielding a 20% improvement over baseline methods. All code and qualitative video results are on https://get-zero-paper.github.io
Hypernetworks for Zero-shot Transfer in Reinforcement Learning
In this paper, hypernetworks are trained to generate behaviors across a range of unseen task conditions, via a novel TD-based training objective and data from a set of near-optimal RL solutions for training tasks. This work relates to meta RL, contextual RL, and transfer learning, with a particular focus on zero-shot performance at test time, enabled by knowledge of the task parameters (also known as context). Our technical approach is based upon viewing each RL algorithm as a mapping from the MDP specifics to the near-optimal value function and policy and seek to approximate it with a hypernetwork that can generate near-optimal value functions and policies, given the parameters of the MDP. We show that, under certain conditions, this mapping can be considered as a supervised learning problem. We empirically evaluate the effectiveness of our method for zero-shot transfer to new reward and transition dynamics on a series of continuous control tasks from DeepMind Control Suite. Our method demonstrates significant improvements over baselines from multitask and meta RL approaches.
Action Inference by Maximising Evidence: Zero-Shot Imitation from Observation with World Models
Unlike most reinforcement learning agents which require an unrealistic amount of environment interactions to learn a new behaviour, humans excel at learning quickly by merely observing and imitating others. This ability highly depends on the fact that humans have a model of their own embodiment that allows them to infer the most likely actions that led to the observed behaviour. In this paper, we propose Action Inference by Maximising Evidence (AIME) to replicate this behaviour using world models. AIME consists of two distinct phases. In the first phase, the agent learns a world model from its past experience to understand its own body by maximising the ELBO. While in the second phase, the agent is given some observation-only demonstrations of an expert performing a novel task and tries to imitate the expert's behaviour. AIME achieves this by defining a policy as an inference model and maximising the evidence of the demonstration under the policy and world model. Our method is "zero-shot" in the sense that it does not require further training for the world model or online interactions with the environment after given the demonstration. We empirically validate the zero-shot imitation performance of our method on the Walker and Cheetah embodiment of the DeepMind Control Suite and find it outperforms the state-of-the-art baselines. Code is available at: https://github.com/argmax-ai/aime.
Diffusion Self-Distillation for Zero-Shot Customized Image Generation
Text-to-image diffusion models produce impressive results but are frustrating tools for artists who desire fine-grained control. For example, a common use case is to create images of a specific instance in novel contexts, i.e., "identity-preserving generation". This setting, along with many other tasks (e.g., relighting), is a natural fit for image+text-conditional generative models. However, there is insufficient high-quality paired data to train such a model directly. We propose Diffusion Self-Distillation, a method for using a pre-trained text-to-image model to generate its own dataset for text-conditioned image-to-image tasks. We first leverage a text-to-image diffusion model's in-context generation ability to create grids of images and curate a large paired dataset with the help of a Visual-Language Model. We then fine-tune the text-to-image model into a text+image-to-image model using the curated paired dataset. We demonstrate that Diffusion Self-Distillation outperforms existing zero-shot methods and is competitive with per-instance tuning techniques on a wide range of identity-preservation generation tasks, without requiring test-time optimization.
GAIA: Zero-shot Talking Avatar Generation
Zero-shot talking avatar generation aims at synthesizing natural talking videos from speech and a single portrait image. Previous methods have relied on domain-specific heuristics such as warping-based motion representation and 3D Morphable Models, which limit the naturalness and diversity of the generated avatars. In this work, we introduce GAIA (Generative AI for Avatar), which eliminates the domain priors in talking avatar generation. In light of the observation that the speech only drives the motion of the avatar while the appearance of the avatar and the background typically remain the same throughout the entire video, we divide our approach into two stages: 1) disentangling each frame into motion and appearance representations; 2) generating motion sequences conditioned on the speech and reference portrait image. We collect a large-scale high-quality talking avatar dataset and train the model on it with different scales (up to 2B parameters). Experimental results verify the superiority, scalability, and flexibility of GAIA as 1) the resulting model beats previous baseline models in terms of naturalness, diversity, lip-sync quality, and visual quality; 2) the framework is scalable since larger models yield better results; 3) it is general and enables different applications like controllable talking avatar generation and text-instructed avatar generation.
MiniMax-Speech: Intrinsic Zero-Shot Text-to-Speech with a Learnable Speaker Encoder
We introduce MiniMax-Speech, an autoregressive Transformer-based Text-to-Speech (TTS) model that generates high-quality speech. A key innovation is our learnable speaker encoder, which extracts timbre features from a reference audio without requiring its transcription. This enables MiniMax-Speech to produce highly expressive speech with timbre consistent with the reference in a zero-shot manner, while also supporting one-shot voice cloning with exceptionally high similarity to the reference voice. In addition, the overall quality of the synthesized audio is enhanced through the proposed Flow-VAE. Our model supports 32 languages and demonstrates excellent performance across multiple objective and subjective evaluations metrics. Notably, it achieves state-of-the-art (SOTA) results on objective voice cloning metrics (Word Error Rate and Speaker Similarity) and has secured the top position on the public TTS Arena leaderboard. Another key strength of MiniMax-Speech, granted by the robust and disentangled representations from the speaker encoder, is its extensibility without modifying the base model, enabling various applications such as: arbitrary voice emotion control via LoRA; text to voice (T2V) by synthesizing timbre features directly from text description; and professional voice cloning (PVC) by fine-tuning timbre features with additional data. We encourage readers to visit https://minimax-ai.github.io/tts_tech_report for more examples.
DINO-WM: World Models on Pre-trained Visual Features enable Zero-shot Planning
The ability to predict future outcomes given control actions is fundamental for physical reasoning. However, such predictive models, often called world models, have proven challenging to learn and are typically developed for task-specific solutions with online policy learning. We argue that the true potential of world models lies in their ability to reason and plan across diverse problems using only passive data. Concretely, we require world models to have the following three properties: 1) be trainable on offline, pre-collected trajectories, 2) support test-time behavior optimization, and 3) facilitate task-agnostic reasoning. To realize this, we present DINO World Model (DINO-WM), a new method to model visual dynamics without reconstructing the visual world. DINO-WM leverages spatial patch features pre-trained with DINOv2, enabling it to learn from offline behavioral trajectories by predicting future patch features. This design allows DINO-WM to achieve observational goals through action sequence optimization, facilitating task-agnostic behavior planning by treating desired goal patch features as prediction targets. We evaluate DINO-WM across various domains, including maze navigation, tabletop pushing, and particle manipulation. Our experiments demonstrate that DINO-WM can generate zero-shot behavioral solutions at test time without relying on expert demonstrations, reward modeling, or pre-learned inverse models. Notably, DINO-WM exhibits strong generalization capabilities compared to prior state-of-the-art work, adapting to diverse task families such as arbitrarily configured mazes, push manipulation with varied object shapes, and multi-particle scenarios.
SSL-TTS: Leveraging Self-Supervised Embeddings and kNN Retrieval for Zero-Shot Multi-speaker TTS
While recent zero-shot multispeaker text-to-speech (TTS) models achieve impressive results, they typically rely on extensive transcribed speech datasets from numerous speakers and intricate training pipelines. Meanwhile, self-supervised learning (SSL) speech features have emerged as effective intermediate representations for TTS. It was also observed that SSL features from different speakers that are linearly close share phonetic information while maintaining individual speaker identity, which enables straight-forward and robust voice cloning. In this study, we introduce SSL-TTS, a lightweight and efficient zero-shot TTS framework trained on transcribed speech from a single speaker. SSL-TTS leverages SSL features and retrieval methods for simple and robust zero-shot multi-speaker synthesis. Objective and subjective evaluations show that our approach achieves performance comparable to state-of-the-art models that require significantly larger training datasets. The low training data requirements mean that SSL-TTS is well suited for the development of multi-speaker TTS systems for low-resource domains and languages. We also introduce an interpolation parameter which enables fine control over the output speech by blending voices. Demo samples are available at https://idiap.github.io/ssl-tts
Language Models as Zero-Shot Trajectory Generators
Large Language Models (LLMs) have recently shown promise as high-level planners for robots when given access to a selection of low-level skills. However, it is often assumed that LLMs do not possess sufficient knowledge to be used for the low-level trajectories themselves. In this work, we address this assumption thoroughly, and investigate if an LLM (GPT-4) can directly predict a dense sequence of end-effector poses for manipulation skills, when given access to only object detection and segmentation vision models. We study how well a single task-agnostic prompt, without any in-context examples, motion primitives, or external trajectory optimisers, can perform across 26 real-world language-based tasks, such as "open the bottle cap" and "wipe the plate with the sponge", and we investigate which design choices in this prompt are the most effective. Our conclusions raise the assumed limit of LLMs for robotics, and we reveal for the first time that LLMs do indeed possess an understanding of low-level robot control sufficient for a range of common tasks, and that they can additionally detect failures and then re-plan trajectories accordingly. Videos, code, and prompts are available at: https://www.robot-learning.uk/language-models-trajectory-generators.
Rerender A Video: Zero-Shot Text-Guided Video-to-Video Translation
Large text-to-image diffusion models have exhibited impressive proficiency in generating high-quality images. However, when applying these models to video domain, ensuring temporal consistency across video frames remains a formidable challenge. This paper proposes a novel zero-shot text-guided video-to-video translation framework to adapt image models to videos. The framework includes two parts: key frame translation and full video translation. The first part uses an adapted diffusion model to generate key frames, with hierarchical cross-frame constraints applied to enforce coherence in shapes, textures and colors. The second part propagates the key frames to other frames with temporal-aware patch matching and frame blending. Our framework achieves global style and local texture temporal consistency at a low cost (without re-training or optimization). The adaptation is compatible with existing image diffusion techniques, allowing our framework to take advantage of them, such as customizing a specific subject with LoRA, and introducing extra spatial guidance with ControlNet. Extensive experimental results demonstrate the effectiveness of our proposed framework over existing methods in rendering high-quality and temporally-coherent videos.
Mega-TTS 2: Zero-Shot Text-to-Speech with Arbitrary Length Speech Prompts
Zero-shot text-to-speech aims at synthesizing voices with unseen speech prompts. Previous large-scale multispeaker TTS models have successfully achieved this goal with an enrolled recording within 10 seconds. However, most of them are designed to utilize only short speech prompts. The limited information in short speech prompts significantly hinders the performance of fine-grained identity imitation. In this paper, we introduce Mega-TTS 2, a generic zero-shot multispeaker TTS model that is capable of synthesizing speech for unseen speakers with arbitrary-length prompts. Specifically, we 1) design a multi-reference timbre encoder to extract timbre information from multiple reference speeches; 2) and train a prosody language model with arbitrary-length speech prompts; With these designs, our model is suitable for prompts of different lengths, which extends the upper bound of speech quality for zero-shot text-to-speech. Besides arbitrary-length prompts, we introduce arbitrary-source prompts, which leverages the probabilities derived from multiple P-LLM outputs to produce expressive and controlled prosody. Furthermore, we propose a phoneme-level auto-regressive duration model to introduce in-context learning capabilities to duration modeling. Experiments demonstrate that our method could not only synthesize identity-preserving speech with a short prompt of an unseen speaker but also achieve improved performance with longer speech prompts. Audio samples can be found in https://mega-tts.github.io/mega2_demo/.
Corpus Synthesis for Zero-shot ASR domain Adaptation using Large Language Models
While Automatic Speech Recognition (ASR) systems are widely used in many real-world applications, they often do not generalize well to new domains and need to be finetuned on data from these domains. However, target-domain data usually are not readily available in many scenarios. In this paper, we propose a new strategy for adapting ASR models to new target domains without any text or speech from those domains. To accomplish this, we propose a novel data synthesis pipeline that uses a Large Language Model (LLM) to generate a target domain text corpus, and a state-of-the-art controllable speech synthesis model to generate the corresponding speech. We propose a simple yet effective in-context instruction finetuning strategy to increase the effectiveness of LLM in generating text corpora for new domains. Experiments on the SLURP dataset show that the proposed method achieves an average relative word error rate improvement of 28% on unseen target domains without any performance drop in source domains.
In-Context Brush: Zero-shot Customized Subject Insertion with Context-Aware Latent Space Manipulation
Recent advances in diffusion models have enhanced multimodal-guided visual generation, enabling customized subject insertion that seamlessly "brushes" user-specified objects into a given image guided by textual prompts. However, existing methods often struggle to insert customized subjects with high fidelity and align results with the user's intent through textual prompts. In this work, we propose "In-Context Brush", a zero-shot framework for customized subject insertion by reformulating the task within the paradigm of in-context learning. Without loss of generality, we formulate the object image and the textual prompts as cross-modal demonstrations, and the target image with the masked region as the query. The goal is to inpaint the target image with the subject aligning textual prompts without model tuning. Building upon a pretrained MMDiT-based inpainting network, we perform test-time enhancement via dual-level latent space manipulation: intra-head "latent feature shifting" within each attention head that dynamically shifts attention outputs to reflect the desired subject semantics and inter-head "attention reweighting" across different heads that amplifies prompt controllability through differential attention prioritization. Extensive experiments and applications demonstrate that our approach achieves superior identity preservation, text alignment, and image quality compared to existing state-of-the-art methods, without requiring dedicated training or additional data collection.
PDV: Prompt Directional Vectors for Zero-shot Composed Image Retrieval
Zero-shot composed image retrieval (ZS-CIR) enables image search using a reference image and text prompt without requiring specialized text-image composition networks trained on large-scale paired data. However, current ZS-CIR approaches face three critical limitations in their reliance on composed text embeddings: static query embedding representations, insufficient utilization of image embeddings, and suboptimal performance when fusing text and image embeddings. To address these challenges, we introduce the Prompt Directional Vector (PDV), a simple yet effective training-free enhancement that captures semantic modifications induced by user prompts. PDV enables three key improvements: (1) dynamic composed text embeddings where prompt adjustments are controllable via a scaling factor, (2) composed image embeddings through semantic transfer from text prompts to image features, and (3) weighted fusion of composed text and image embeddings that enhances retrieval by balancing visual and semantic similarity. Our approach serves as a plug-and-play enhancement for existing ZS-CIR methods with minimal computational overhead. Extensive experiments across multiple benchmarks demonstrate that PDV consistently improves retrieval performance when integrated with state-of-the-art ZS-CIR approaches, particularly for methods that generate accurate compositional embeddings. The code will be publicly available.
VALL-E R: Robust and Efficient Zero-Shot Text-to-Speech Synthesis via Monotonic Alignment
With the help of discrete neural audio codecs, large language models (LLM) have increasingly been recognized as a promising methodology for zero-shot Text-to-Speech (TTS) synthesis. However, sampling based decoding strategies bring astonishing diversity to generation, but also pose robustness issues such as typos, omissions and repetition. In addition, the high sampling rate of audio also brings huge computational overhead to the inference process of autoregression. To address these issues, we propose VALL-E R, a robust and efficient zero-shot TTS system, building upon the foundation of VALL-E. Specifically, we introduce a phoneme monotonic alignment strategy to strengthen the connection between phonemes and acoustic sequence, ensuring a more precise alignment by constraining the acoustic tokens to match their associated phonemes. Furthermore, we employ a codec-merging approach to downsample the discrete codes in shallow quantization layer, thereby accelerating the decoding speed while preserving the high quality of speech output. Benefiting from these strategies, VALL-E R obtains controllablity over phonemes and demonstrates its strong robustness by approaching the WER of ground truth. In addition, it requires fewer autoregressive steps, with over 60% time reduction during inference. This research has the potential to be applied to meaningful projects, including the creation of speech for those affected by aphasia. Audio samples will be available at: https://aka.ms/valler.
PostEdit: Posterior Sampling for Efficient Zero-Shot Image Editing
In the field of image editing, three core challenges persist: controllability, background preservation, and efficiency. Inversion-based methods rely on time-consuming optimization to preserve the features of the initial images, which results in low efficiency due to the requirement for extensive network inference. Conversely, inversion-free methods lack theoretical support for background similarity, as they circumvent the issue of maintaining initial features to achieve efficiency. As a consequence, none of these methods can achieve both high efficiency and background consistency. To tackle the challenges and the aforementioned disadvantages, we introduce PostEdit, a method that incorporates a posterior scheme to govern the diffusion sampling process. Specifically, a corresponding measurement term related to both the initial features and Langevin dynamics is introduced to optimize the estimated image generated by the given target prompt. Extensive experimental results indicate that the proposed PostEdit achieves state-of-the-art editing performance while accurately preserving unedited regions. Furthermore, the method is both inversion- and training-free, necessitating approximately 1.5 seconds and 18 GB of GPU memory to generate high-quality results.
Takin: A Cohort of Superior Quality Zero-shot Speech Generation Models
With the advent of the big data and large language model era, zero-shot personalized rapid customization has emerged as a significant trend. In this report, we introduce Takin AudioLLM, a series of techniques and models, mainly including Takin TTS, Takin VC, and Takin Morphing, specifically designed for audiobook production. These models are capable of zero-shot speech production, generating high-quality speech that is nearly indistinguishable from real human speech and facilitating individuals to customize the speech content according to their own needs. Specifically, we first introduce Takin TTS, a neural codec language model that builds upon an enhanced neural speech codec and a multi-task training framework, capable of generating high-fidelity natural speech in a zero-shot way. For Takin VC, we advocate an effective content and timbre joint modeling approach to improve the speaker similarity, while advocating for a conditional flow matching based decoder to further enhance its naturalness and expressiveness. Last, we propose the Takin Morphing system with highly decoupled and advanced timbre and prosody modeling approaches, which enables individuals to customize speech production with their preferred timbre and prosody in a precise and controllable manner. Extensive experiments validate the effectiveness and robustness of our Takin AudioLLM series models. For detailed demos, please refer to https://takinaudiollm.github.io.
VQA-Diff: Exploiting VQA and Diffusion for Zero-Shot Image-to-3D Vehicle Asset Generation in Autonomous Driving
Generating 3D vehicle assets from in-the-wild observations is crucial to autonomous driving. Existing image-to-3D methods cannot well address this problem because they learn generation merely from image RGB information without a deeper understanding of in-the-wild vehicles (such as car models, manufacturers, etc.). This leads to their poor zero-shot prediction capability to handle real-world observations with occlusion or tricky viewing angles. To solve this problem, in this work, we propose VQA-Diff, a novel framework that leverages in-the-wild vehicle images to create photorealistic 3D vehicle assets for autonomous driving. VQA-Diff exploits the real-world knowledge inherited from the Large Language Model in the Visual Question Answering (VQA) model for robust zero-shot prediction and the rich image prior knowledge in the Diffusion model for structure and appearance generation. In particular, we utilize a multi-expert Diffusion Models strategy to generate the structure information and employ a subject-driven structure-controlled generation mechanism to model appearance information. As a result, without the necessity to learn from a large-scale image-to-3D vehicle dataset collected from the real world, VQA-Diff still has a robust zero-shot image-to-novel-view generation ability. We conduct experiments on various datasets, including Pascal 3D+, Waymo, and Objaverse, to demonstrate that VQA-Diff outperforms existing state-of-the-art methods both qualitatively and quantitatively.
Reducing Task Discrepancy of Text Encoders for Zero-Shot Composed Image Retrieval
Composed Image Retrieval (CIR) aims to retrieve a target image based on a reference image and conditioning text, enabling controllable searches. Due to the expensive dataset construction cost for CIR triplets, a zero-shot (ZS) CIR setting has been actively studied to eliminate the need for human-collected triplet datasets. The mainstream of ZS-CIR employs an efficient projection module that projects a CLIP image embedding to the CLIP text token embedding space, while fixing the CLIP encoders. Using the projected image embedding, these methods generate image-text composed features by using the pre-trained text encoder. However, their CLIP image and text encoders suffer from the task discrepancy between the pre-training task (text leftrightarrow image) and the target CIR task (image + text leftrightarrow image). Conceptually, we need expensive triplet samples to reduce the discrepancy, but we use cheap text triplets instead and update the text encoder. To that end, we introduce the Reducing Task Discrepancy of text encoders for Composed Image Retrieval (RTD), a plug-and-play training scheme for the text encoder that enhances its capability using a novel target-anchored text contrastive learning. We also propose two additional techniques to improve the proposed learning scheme: a hard negatives-based refined batch sampling strategy and a sophisticated concatenation scheme. Integrating RTD into the state-of-the-art projection-based ZS-CIR methods significantly improves performance across various datasets and backbones, demonstrating its efficiency and generalizability.
MegaTTS 3: Sparse Alignment Enhanced Latent Diffusion Transformer for Zero-Shot Speech Synthesis
While recent zero-shot text-to-speech (TTS) models have significantly improved speech quality and expressiveness, mainstream systems still suffer from issues related to speech-text alignment modeling: 1) models without explicit speech-text alignment modeling exhibit less robustness, especially for hard sentences in practical applications; 2) predefined alignment-based models suffer from naturalness constraints of forced alignments. This paper introduces MegaTTS 3, a TTS system featuring an innovative sparse alignment algorithm that guides the latent diffusion transformer (DiT). Specifically, we provide sparse alignment boundaries to MegaTTS 3 to reduce the difficulty of alignment without limiting the search space, thereby achieving high naturalness. Moreover, we employ a multi-condition classifier-free guidance strategy for accent intensity adjustment and adopt the piecewise rectified flow technique to accelerate the generation process. Experiments demonstrate that MegaTTS 3 achieves state-of-the-art zero-shot TTS speech quality and supports highly flexible control over accent intensity. Notably, our system can generate high-quality one-minute speech with only 8 sampling steps. Audio samples are available at https://sditdemo.github.io/sditdemo/.
Latent Space Disentanglement in Diffusion Transformers Enables Precise Zero-shot Semantic Editing
Diffusion Transformers (DiTs) have recently achieved remarkable success in text-guided image generation. In image editing, DiTs project text and image inputs to a joint latent space, from which they decode and synthesize new images. However, it remains largely unexplored how multimodal information collectively forms this joint space and how they guide the semantics of the synthesized images. In this paper, we investigate the latent space of DiT models and uncover two key properties: First, DiT's latent space is inherently semantically disentangled, where different semantic attributes can be controlled by specific editing directions. Second, consistent semantic editing requires utilizing the entire joint latent space, as neither encoded image nor text alone contains enough semantic information. We show that these editing directions can be obtained directly from text prompts, enabling precise semantic control without additional training or mask annotations. Based on these insights, we propose a simple yet effective Encode-Identify-Manipulate (EIM) framework for zero-shot fine-grained image editing. Specifically, we first encode both the given source image and the text prompt that describes the image, to obtain the joint latent embedding. Then, using our proposed Hessian Score Distillation Sampling (HSDS) method, we identify editing directions that control specific target attributes while preserving other image features. These directions are guided by text prompts and used to manipulate the latent embeddings. Moreover, we propose a new metric to quantify the disentanglement degree of the latent space of diffusion models. Extensive experiment results on our new curated benchmark dataset and analysis demonstrate DiT's disentanglement properties and effectiveness of the EIM framework.
On Second Thought, Let's Not Think Step by Step! Bias and Toxicity in Zero-Shot Reasoning
Generating a Chain of Thought (CoT) has been shown to consistently improve large language model (LLM) performance on a wide range of NLP tasks. However, prior work has mainly focused on logical reasoning tasks (e.g. arithmetic, commonsense QA); it remains unclear whether improvements hold for more diverse types of reasoning, especially in socially situated contexts. Concretely, we perform a controlled evaluation of zero-shot CoT across two socially sensitive domains: harmful questions and stereotype benchmarks. We find that zero-shot CoT reasoning in sensitive domains significantly increases a model's likelihood to produce harmful or undesirable output, with trends holding across different prompt formats and model variants. Furthermore, we show that harmful CoTs increase with model size, but decrease with improved instruction following. Our work suggests that zero-shot CoT should be used with caution on socially important tasks, especially when marginalized groups or sensitive topics are involved.
EIDT-V: Exploiting Intersections in Diffusion Trajectories for Model-Agnostic, Zero-Shot, Training-Free Text-to-Video Generation
Zero-shot, training-free, image-based text-to-video generation is an emerging area that aims to generate videos using existing image-based diffusion models. Current methods in this space require specific architectural changes to image generation models, which limit their adaptability and scalability. In contrast to such methods, we provide a model-agnostic approach. We use intersections in diffusion trajectories, working only with the latent values. We could not obtain localized frame-wise coherence and diversity using only the intersection of trajectories. Thus, we instead use a grid-based approach. An in-context trained LLM is used to generate coherent frame-wise prompts; another is used to identify differences between frames. Based on these, we obtain a CLIP-based attention mask that controls the timing of switching the prompts for each grid cell. Earlier switching results in higher variance, while later switching results in more coherence. Therefore, our approach can ensure appropriate control between coherence and variance for the frames. Our approach results in state-of-the-art performance while being more flexible when working with diverse image-generation models. The empirical analysis using quantitative metrics and user studies confirms our model's superior temporal consistency, visual fidelity and user satisfaction, thus providing a novel way to obtain training-free, image-based text-to-video generation.
SubZero: Composing Subject, Style, and Action via Zero-Shot Personalization
Diffusion models are increasingly popular for generative tasks, including personalized composition of subjects and styles. While diffusion models can generate user-specified subjects performing text-guided actions in custom styles, they require fine-tuning and are not feasible for personalization on mobile devices. Hence, tuning-free personalization methods such as IP-Adapters have progressively gained traction. However, for the composition of subjects and styles, these works are less flexible due to their reliance on ControlNet, or show content and style leakage artifacts. To tackle these, we present SubZero, a novel framework to generate any subject in any style, performing any action without the need for fine-tuning. We propose a novel set of constraints to enhance subject and style similarity, while reducing leakage. Additionally, we propose an orthogonalized temporal aggregation scheme in the cross-attention blocks of denoising model, effectively conditioning on a text prompt along with single subject and style images. We also propose a novel method to train customized content and style projectors to reduce content and style leakage. Through extensive experiments, we show that our proposed approach, while suitable for running on-edge, shows significant improvements over state-of-the-art works performing subject, style and action composition.
UltraGen: Extremely Fine-grained Controllable Generation via Attribute Reconstruction and Global Preference Optimization
Fine granularity is an essential requirement for controllable text generation, which has seen rapid growth with the ability of LLMs. However, existing methods focus mainly on a small set of attributes like 3 to 5, and their performance degrades significantly when the number of attributes increases to the next order of magnitude. To address this challenge, we propose a novel zero-shot approach for extremely fine-grained controllable generation (EFCG), proposing auto-reconstruction (AR) and global preference optimization (GPO). In the AR phase, we leverage LLMs to extract soft attributes (e.g., Emphasis on simplicity and minimalism in design) from raw texts, and combine them with programmatically derived hard attributes (e.g., The text should be between 300 and 400 words) to construct massive (around 45) multi-attribute requirements, which guide the fine-grained text reconstruction process under weak supervision. In the GPO phase, we apply direct preference optimization (DPO) to refine text generation under diverse attribute combinations, enabling efficient exploration of the global combination space. Additionally, we introduce an efficient attribute sampling strategy to identify and correct potentially erroneous attributes, further improving global optimization. Our framework significantly improves the constraint satisfaction rate (CSR) and text quality for EFCG by mitigating position bias and alleviating attention dilution.
Sketching the Future (STF): Applying Conditional Control Techniques to Text-to-Video Models
The proliferation of video content demands efficient and flexible neural network based approaches for generating new video content. In this paper, we propose a novel approach that combines zero-shot text-to-video generation with ControlNet to improve the output of these models. Our method takes multiple sketched frames as input and generates video output that matches the flow of these frames, building upon the Text-to-Video Zero architecture and incorporating ControlNet to enable additional input conditions. By first interpolating frames between the inputted sketches and then running Text-to-Video Zero using the new interpolated frames video as the control technique, we leverage the benefits of both zero-shot text-to-video generation and the robust control provided by ControlNet. Experiments demonstrate that our method excels at producing high-quality and remarkably consistent video content that more accurately aligns with the user's intended motion for the subject within the video. We provide a comprehensive resource package, including a demo video, project website, open-source GitHub repository, and a Colab playground to foster further research and application of our proposed method.
ControlCity: A Multimodal Diffusion Model Based Approach for Accurate Geospatial Data Generation and Urban Morphology Analysis
Volunteer Geographic Information (VGI), with its rich variety, large volume, rapid updates, and diverse sources, has become a critical source of geospatial data. However, VGI data from platforms like OSM exhibit significant quality heterogeneity across different data types, particularly with urban building data. To address this, we propose a multi-source geographic data transformation solution, utilizing accessible and complete VGI data to assist in generating urban building footprint data. We also employ a multimodal data generation framework to improve accuracy. First, we introduce a pipeline for constructing an 'image-text-metadata-building footprint' dataset, primarily based on road network data and supplemented by other multimodal data. We then present ControlCity, a geographic data transformation method based on a multimodal diffusion model. This method first uses a pre-trained text-to-image model to align text, metadata, and building footprint data. An improved ControlNet further integrates road network and land-use imagery, producing refined building footprint data. Experiments across 22 global cities demonstrate that ControlCity successfully simulates real urban building patterns, achieving state-of-the-art performance. Specifically, our method achieves an average FID score of 50.94, reducing error by 71.01% compared to leading methods, and a MIoU score of 0.36, an improvement of 38.46%. Additionally, our model excels in tasks like urban morphology transfer, zero-shot city generation, and spatial data completeness assessment. In the zero-shot city task, our method accurately predicts and generates similar urban structures, demonstrating strong generalization. This study confirms the effectiveness of our approach in generating urban building footprint data and capturing complex city characteristics.
VideoAnydoor: High-fidelity Video Object Insertion with Precise Motion Control
Despite significant advancements in video generation, inserting a given object into videos remains a challenging task. The difficulty lies in preserving the appearance details of the reference object and accurately modeling coherent motions at the same time. In this paper, we propose VideoAnydoor, a zero-shot video object insertion framework with high-fidelity detail preservation and precise motion control. Starting from a text-to-video model, we utilize an ID extractor to inject the global identity and leverage a box sequence to control the overall motion. To preserve the detailed appearance and meanwhile support fine-grained motion control, we design a pixel warper. It takes the reference image with arbitrary key-points and the corresponding key-point trajectories as inputs. It warps the pixel details according to the trajectories and fuses the warped features with the diffusion U-Net, thus improving detail preservation and supporting users in manipulating the motion trajectories. In addition, we propose a training strategy involving both videos and static images with a reweight reconstruction loss to enhance insertion quality. VideoAnydoor demonstrates significant superiority over existing methods and naturally supports various downstream applications (e.g., talking head generation, video virtual try-on, multi-region editing) without task-specific fine-tuning.
ABC: Achieving Better Control of Multimodal Embeddings using VLMs
Visual embedding models excel at zero-shot tasks like visual retrieval and classification. However, these models cannot be used for tasks that contain ambiguity or require user instruction. These tasks necessitate a multimodal embedding model, which outputs embeddings that combine visual and natural language input. Existing CLIP-based approaches embed images and text independently, and fuse the result. We find that this results in weak interactions between modalities, and poor user control over the representation. We introduce ABC, an open-source multimodal embedding model that uses a vision-language model backbone to deeply integrate image features with natural language instructions. ABC achieves bestfor-size performance on MSCOCO image-to-text retrieval and is the top performing model on classification and VQA tasks in the Massive Multimodal Embedding Benchmark. With a strongly unified vision-language representation, ABC can use natural language to solve subtle and potentially ambiguous visual retrieval problems. To evaluate this capability, we design CtrlBench, a benchmark that requires interleaving textual instructions with image content for correct retrieval. ABC advances the state of multimodal embeddings by offering high-quality representations and flexible natural language control. Our model and datasets are available at our project page.
FoundHand: Large-Scale Domain-Specific Learning for Controllable Hand Image Generation
Despite remarkable progress in image generation models, generating realistic hands remains a persistent challenge due to their complex articulation, varying viewpoints, and frequent occlusions. We present FoundHand, a large-scale domain-specific diffusion model for synthesizing single and dual hand images. To train our model, we introduce FoundHand-10M, a large-scale hand dataset with 2D keypoints and segmentation mask annotations. Our insight is to use 2D hand keypoints as a universal representation that encodes both hand articulation and camera viewpoint. FoundHand learns from image pairs to capture physically plausible hand articulations, natively enables precise control through 2D keypoints, and supports appearance control. Our model exhibits core capabilities that include the ability to repose hands, transfer hand appearance, and even synthesize novel views. This leads to zero-shot capabilities for fixing malformed hands in previously generated images, or synthesizing hand video sequences. We present extensive experiments and evaluations that demonstrate state-of-the-art performance of our method.
Safe LLM-Controlled Robots with Formal Guarantees via Reachability Analysis
The deployment of Large Language Models (LLMs) in robotic systems presents unique safety challenges, particularly in unpredictable environments. Although LLMs, leveraging zero-shot learning, enhance human-robot interaction and decision-making capabilities, their inherent probabilistic nature and lack of formal guarantees raise significant concerns for safety-critical applications. Traditional model-based verification approaches often rely on precise system models, which are difficult to obtain for real-world robotic systems and may not be fully trusted due to modeling inaccuracies, unmodeled dynamics, or environmental uncertainties. To address these challenges, this paper introduces a safety assurance framework for LLM-controlled robots based on data-driven reachability analysis, a formal verification technique that ensures all possible system trajectories remain within safe operational limits. Our framework specifically investigates the problem of instructing an LLM to navigate the robot to a specified goal and assesses its ability to generate low-level control actions that successfully guide the robot safely toward that goal. By leveraging historical data to construct reachable sets of states for the robot-LLM system, our approach provides rigorous safety guarantees against unsafe behaviors without relying on explicit analytical models. We validate the framework through experimental case studies in autonomous navigation and task planning, demonstrating its effectiveness in mitigating risks associated with LLM-generated commands. This work advances the integration of formal methods into LLM-based robotics, offering a principled and practical approach to ensuring safety in next-generation autonomous systems.
FLAP: Fully-controllable Audio-driven Portrait Video Generation through 3D head conditioned diffusion model
Diffusion-based video generation techniques have significantly improved zero-shot talking-head avatar generation, enhancing the naturalness of both head motion and facial expressions. However, existing methods suffer from poor controllability, making them less applicable to real-world scenarios such as filmmaking and live streaming for e-commerce. To address this limitation, we propose FLAP, a novel approach that integrates explicit 3D intermediate parameters (head poses and facial expressions) into the diffusion model for end-to-end generation of realistic portrait videos. The proposed architecture allows the model to generate vivid portrait videos from audio while simultaneously incorporating additional control signals, such as head rotation angles and eye-blinking frequency. Furthermore, the decoupling of head pose and facial expression allows for independent control of each, offering precise manipulation of both the avatar's pose and facial expressions. We also demonstrate its flexibility in integrating with existing 3D head generation methods, bridging the gap between 3D model-based approaches and end-to-end diffusion techniques. Extensive experiments show that our method outperforms recent audio-driven portrait video models in both naturalness and controllability.
ControlText: Unlocking Controllable Fonts in Multilingual Text Rendering without Font Annotations
This work demonstrates that diffusion models can achieve font-controllable multilingual text rendering using just raw images without font label annotations. Visual text rendering remains a significant challenge. While recent methods condition diffusion on glyphs, it is impossible to retrieve exact font annotations from large-scale, real-world datasets, which prevents user-specified font control. To address this, we propose a data-driven solution that integrates the conditional diffusion model with a text segmentation model, utilizing segmentation masks to capture and represent fonts in pixel space in a self-supervised manner, thereby eliminating the need for any ground-truth labels and enabling users to customize text rendering with any multilingual font of their choice. The experiment provides a proof of concept of our algorithm in zero-shot text and font editing across diverse fonts and languages, providing valuable insights for the community and industry toward achieving generalized visual text rendering.
LongStory: Coherent, Complete and Length Controlled Long story Generation
A human author can write any length of story without losing coherence. Also, they always bring the story to a proper ending, an ability that current language models lack. In this work, we present the LongStory for coherent, complete, and length-controlled long story generation. LongStory introduces two novel methodologies: (1) the long and short-term contexts weight calibrator (CWC) and (2) long story structural positions (LSP). The CWC adjusts weights for long-term context Memory and short-term context Cheating, acknowledging their distinct roles. The LSP employs discourse tokens to convey the structural positions of a long story. Trained on three datasets with varied average story lengths, LongStory outperforms other baselines, including the strong story generator Plotmachine, in coherence, completeness, relevance, and repetitiveness. We also perform zero-shot tests on each dataset to assess the model's ability to predict outcomes beyond its training data and validate our methodology by comparing its performance with variants of our model.
Decentralized Control of Quadrotor Swarms with End-to-end Deep Reinforcement Learning
We demonstrate the possibility of learning drone swarm controllers that are zero-shot transferable to real quadrotors via large-scale multi-agent end-to-end reinforcement learning. We train policies parameterized by neural networks that are capable of controlling individual drones in a swarm in a fully decentralized manner. Our policies, trained in simulated environments with realistic quadrotor physics, demonstrate advanced flocking behaviors, perform aggressive maneuvers in tight formations while avoiding collisions with each other, break and re-establish formations to avoid collisions with moving obstacles, and efficiently coordinate in pursuit-evasion tasks. We analyze, in simulation, how different model architectures and parameters of the training regime influence the final performance of neural swarms. We demonstrate the successful deployment of the model learned in simulation to highly resource-constrained physical quadrotors performing station keeping and goal swapping behaviors. Code and video demonstrations are available on the project website at https://sites.google.com/view/swarm-rl.
From Parts to Whole: A Unified Reference Framework for Controllable Human Image Generation
Recent advancements in controllable human image generation have led to zero-shot generation using structural signals (e.g., pose, depth) or facial appearance. Yet, generating human images conditioned on multiple parts of human appearance remains challenging. Addressing this, we introduce Parts2Whole, a novel framework designed for generating customized portraits from multiple reference images, including pose images and various aspects of human appearance. To achieve this, we first develop a semantic-aware appearance encoder to retain details of different human parts, which processes each image based on its textual label to a series of multi-scale feature maps rather than one image token, preserving the image dimension. Second, our framework supports multi-image conditioned generation through a shared self-attention mechanism that operates across reference and target features during the diffusion process. We enhance the vanilla attention mechanism by incorporating mask information from the reference human images, allowing for the precise selection of any part. Extensive experiments demonstrate the superiority of our approach over existing alternatives, offering advanced capabilities for multi-part controllable human image customization. See our project page at https://huanngzh.github.io/Parts2Whole/.
Words in Motion: Extracting Interpretable Control Vectors for Motion Transformers
Transformer-based models generate hidden states that are difficult to interpret. In this work, we analyze hidden states and modify them at inference, with a focus on motion forecasting. We use linear probing to analyze whether interpretable features are embedded in hidden states. Our experiments reveal high probing accuracy, indicating latent space regularities with functionally important directions. Building on this, we use the directions between hidden states with opposing features to fit control vectors. At inference, we add our control vectors to hidden states and evaluate their impact on predictions. Remarkably, such modifications preserve the feasibility of predictions. We further refine our control vectors using sparse autoencoders (SAEs). This leads to more linear changes in predictions when scaling control vectors. Our approach enables mechanistic interpretation as well as zero-shot generalization to unseen dataset characteristics with negligible computational overhead.
DreamComposer: Controllable 3D Object Generation via Multi-View Conditions
Utilizing pre-trained 2D large-scale generative models, recent works are capable of generating high-quality novel views from a single in-the-wild image. However, due to the lack of information from multiple views, these works encounter difficulties in generating controllable novel views. In this paper, we present DreamComposer, a flexible and scalable framework that can enhance existing view-aware diffusion models by injecting multi-view conditions. Specifically, DreamComposer first uses a view-aware 3D lifting module to obtain 3D representations of an object from multiple views. Then, it renders the latent features of the target view from 3D representations with the multi-view feature fusion module. Finally the target view features extracted from multi-view inputs are injected into a pre-trained diffusion model. Experiments show that DreamComposer is compatible with state-of-the-art diffusion models for zero-shot novel view synthesis, further enhancing them to generate high-fidelity novel view images with multi-view conditions, ready for controllable 3D object reconstruction and various other applications.
EPiC: Efficient Video Camera Control Learning with Precise Anchor-Video Guidance
Recent approaches on 3D camera control in video diffusion models (VDMs) often create anchor videos to guide diffusion models as a structured prior by rendering from estimated point clouds following annotated camera trajectories. However, errors inherent in point cloud estimation often lead to inaccurate anchor videos. Moreover, the requirement for extensive camera trajectory annotations further increases resource demands. To address these limitations, we introduce EPiC, an efficient and precise camera control learning framework that automatically constructs high-quality anchor videos without expensive camera trajectory annotations. Concretely, we create highly precise anchor videos for training by masking source videos based on first-frame visibility. This approach ensures high alignment, eliminates the need for camera trajectory annotations, and thus can be readily applied to any in-the-wild video to generate image-to-video (I2V) training pairs. Furthermore, we introduce Anchor-ControlNet, a lightweight conditioning module that integrates anchor video guidance in visible regions to pretrained VDMs, with less than 1% of backbone model parameters. By combining the proposed anchor video data and ControlNet module, EPiC achieves efficient training with substantially fewer parameters, training steps, and less data, without requiring modifications to the diffusion model backbone typically needed to mitigate rendering misalignments. Although being trained on masking-based anchor videos, our method generalizes robustly to anchor videos made with point clouds during inference, enabling precise 3D-informed camera control. EPiC achieves SOTA performance on RealEstate10K and MiraData for I2V camera control task, demonstrating precise and robust camera control ability both quantitatively and qualitatively. Notably, EPiC also exhibits strong zero-shot generalization to video-to-video scenarios.
PoseLess: Depth-Free Vision-to-Joint Control via Direct Image Mapping with VLM
This paper introduces PoseLess, a novel framework for robot hand control that eliminates the need for explicit pose estimation by directly mapping 2D images to joint angles using projected representations. Our approach leverages synthetic training data generated through randomized joint configurations, enabling zero-shot generalization to real-world scenarios and cross-morphology transfer from robotic to human hands. By projecting visual inputs and employing a transformer-based decoder, PoseLess achieves robust, low-latency control while addressing challenges such as depth ambiguity and data scarcity. Experimental results demonstrate competitive performance in joint angle prediction accuracy without relying on any human-labelled dataset.
PromptArtisan: Multi-instruction Image Editing in Single Pass with Complete Attention Control
We present PromptArtisan, a groundbreaking approach to multi-instruction image editing that achieves remarkable results in a single pass, eliminating the need for time-consuming iterative refinement. Our method empowers users to provide multiple editing instructions, each associated with a specific mask within the image. This flexibility allows for complex edits involving mask intersections or overlaps, enabling the realization of intricate and nuanced image transformations. PromptArtisan leverages a pre-trained InstructPix2Pix model in conjunction with a novel Complete Attention Control Mechanism (CACM). This mechanism ensures precise adherence to user instructions, granting fine-grained control over the editing process. Furthermore, our approach is zero-shot, requiring no additional training, and boasts improved processing complexity compared to traditional iterative methods. By seamlessly integrating multi-instruction capabilities, single-pass efficiency, and complete attention control, PromptArtisan unlocks new possibilities for creative and efficient image editing workflows, catering to both novice and expert users alike.
Rethinking Privacy in Machine Learning Pipelines from an Information Flow Control Perspective
Modern machine learning systems use models trained on ever-growing corpora. Typically, metadata such as ownership, access control, or licensing information is ignored during training. Instead, to mitigate privacy risks, we rely on generic techniques such as dataset sanitization and differentially private model training, with inherent privacy/utility trade-offs that hurt model performance. Moreover, these techniques have limitations in scenarios where sensitive information is shared across multiple participants and fine-grained access control is required. By ignoring metadata, we therefore miss an opportunity to better address security, privacy, and confidentiality challenges. In this paper, we take an information flow control perspective to describe machine learning systems, which allows us to leverage metadata such as access control policies and define clear-cut privacy and confidentiality guarantees with interpretable information flows. Under this perspective, we contrast two different approaches to achieve user-level non-interference: 1) fine-tuning per-user models, and 2) retrieval augmented models that access user-specific datasets at inference time. We compare these two approaches to a trivially non-interfering zero-shot baseline using a public model and to a baseline that fine-tunes this model on the whole corpus. We evaluate trained models on two datasets of scientific articles and demonstrate that retrieval augmented architectures deliver the best utility, scalability, and flexibility while satisfying strict non-interference guarantees.
Explore and Control with Adversarial Surprise
Unsupervised reinforcement learning (RL) studies how to leverage environment statistics to learn useful behaviors without the cost of reward engineering. However, a central challenge in unsupervised RL is to extract behaviors that meaningfully affect the world and cover the range of possible outcomes, without getting distracted by inherently unpredictable, uncontrollable, and stochastic elements in the environment. To this end, we propose an unsupervised RL method designed for high-dimensional, stochastic environments based on an adversarial game between two policies (which we call Explore and Control) controlling a single body and competing over the amount of observation entropy the agent experiences. The Explore agent seeks out states that maximally surprise the Control agent, which in turn aims to minimize surprise, and thereby manipulate the environment to return to familiar and predictable states. The competition between these two policies drives them to seek out increasingly surprising parts of the environment while learning to gain mastery over them. We show formally that the resulting algorithm maximizes coverage of the underlying state in block MDPs with stochastic observations, providing theoretical backing to our hypothesis that this procedure avoids uncontrollable and stochastic distractions. Our experiments further demonstrate that Adversarial Surprise leads to the emergence of complex and meaningful skills, and outperforms state-of-the-art unsupervised reinforcement learning methods in terms of both exploration and zero-shot transfer to downstream tasks.
LangSuitE: Planning, Controlling and Interacting with Large Language Models in Embodied Text Environments
Recent advances in Large Language Models (LLMs) have shown inspiring achievements in constructing autonomous agents that rely on language descriptions as inputs. However, it remains unclear how well LLMs can function as few-shot or zero-shot embodied agents in dynamic interactive environments. To address this gap, we introduce LangSuitE, a versatile and simulation-free testbed featuring 6 representative embodied tasks in textual embodied worlds. Compared with previous LLM-based testbeds, LangSuitE (i) offers adaptability to diverse environments without multiple simulation engines, (ii) evaluates agents' capacity to develop ``internalized world knowledge'' with embodied observations, and (iii) allows easy customization of communication and action strategies. To address the embodiment challenge, we devise a novel chain-of-thought (CoT) schema, EmMem, which summarizes embodied states w.r.t. history information. Comprehensive benchmark results illustrate challenges and insights of embodied planning. LangSuitE represents a significant step toward building embodied generalists in the context of language models.
EasyControl: Adding Efficient and Flexible Control for Diffusion Transformer
Recent advancements in Unet-based diffusion models, such as ControlNet and IP-Adapter, have introduced effective spatial and subject control mechanisms. However, the DiT (Diffusion Transformer) architecture still struggles with efficient and flexible control. To tackle this issue, we propose EasyControl, a novel framework designed to unify condition-guided diffusion transformers with high efficiency and flexibility. Our framework is built on three key innovations. First, we introduce a lightweight Condition Injection LoRA Module. This module processes conditional signals in isolation, acting as a plug-and-play solution. It avoids modifying the base model weights, ensuring compatibility with customized models and enabling the flexible injection of diverse conditions. Notably, this module also supports harmonious and robust zero-shot multi-condition generalization, even when trained only on single-condition data. Second, we propose a Position-Aware Training Paradigm. This approach standardizes input conditions to fixed resolutions, allowing the generation of images with arbitrary aspect ratios and flexible resolutions. At the same time, it optimizes computational efficiency, making the framework more practical for real-world applications. Third, we develop a Causal Attention Mechanism combined with the KV Cache technique, adapted for conditional generation tasks. This innovation significantly reduces the latency of image synthesis, improving the overall efficiency of the framework. Through extensive experiments, we demonstrate that EasyControl achieves exceptional performance across various application scenarios. These innovations collectively make our framework highly efficient, flexible, and suitable for a wide range of tasks.
Quad2Plane: An Intermediate Training Procedure for Online Exploration in Aerial Robotics via Receding Horizon Control
Data driven robotics relies upon accurate real-world representations to learn useful policies. Despite our best-efforts, zero-shot sim-to-real transfer is still an unsolved problem, and we often need to allow our agents to explore online to learn useful policies for a given task. For many applications of field robotics online exploration is prohibitively expensive and dangerous, this is especially true in fixed-wing aerial robotics. To address these challenges we offer an intermediary solution for learning in field robotics. We investigate the use of dissimilar platform vehicle for learning and offer a procedure to mimic the behavior of one vehicle with another. We specifically consider the problem of training fixed-wing aircraft, an expensive and dangerous vehicle type, using a multi-rotor host platform. Using a Model Predictive Control approach, we design a controller capable of mimicking another vehicles behavior in both simulation and the real-world.
Motion-I2V: Consistent and Controllable Image-to-Video Generation with Explicit Motion Modeling
We introduce Motion-I2V, a novel framework for consistent and controllable image-to-video generation (I2V). In contrast to previous methods that directly learn the complicated image-to-video mapping, Motion-I2V factorizes I2V into two stages with explicit motion modeling. For the first stage, we propose a diffusion-based motion field predictor, which focuses on deducing the trajectories of the reference image's pixels. For the second stage, we propose motion-augmented temporal attention to enhance the limited 1-D temporal attention in video latent diffusion models. This module can effectively propagate reference image's feature to synthesized frames with the guidance of predicted trajectories from the first stage. Compared with existing methods, Motion-I2V can generate more consistent videos even at the presence of large motion and viewpoint variation. By training a sparse trajectory ControlNet for the first stage, Motion-I2V can support users to precisely control motion trajectories and motion regions with sparse trajectory and region annotations. This offers more controllability of the I2V process than solely relying on textual instructions. Additionally, Motion-I2V's second stage naturally supports zero-shot video-to-video translation. Both qualitative and quantitative comparisons demonstrate the advantages of Motion-I2V over prior approaches in consistent and controllable image-to-video generation.
Controlling Vision-Language Models for Universal Image Restoration
Vision-language models such as CLIP have shown great impact on diverse downstream tasks for zero-shot or label-free predictions. However, when it comes to low-level vision such as image restoration their performance deteriorates dramatically due to corrupted inputs. In this paper, we present a degradation-aware vision-language model (DA-CLIP) to better transfer pretrained vision-language models to low-level vision tasks as a universal framework for image restoration. More specifically, DA-CLIP trains an additional controller that adapts the fixed CLIP image encoder to predict high-quality feature embeddings. By integrating the embedding into an image restoration network via cross-attention, we are able to pilot the model to learn a high-fidelity image reconstruction. The controller itself will also output a degradation feature that matches the real corruptions of the input, yielding a natural classifier for different degradation types. In addition, we construct a mixed degradation dataset with synthetic captions for DA-CLIP training. Our approach advances state-of-the-art performance on both degradation-specific and unified image restoration tasks, showing a promising direction of prompting image restoration with large-scale pretrained vision-language models. Our code is available at https://github.com/Algolzw/daclip-uir.
Critic-Guided Decoding for Controlled Text Generation
Steering language generation towards objectives or away from undesired content has been a long-standing goal in utilizing language models (LM). Recent work has demonstrated reinforcement learning and weighted decoding as effective approaches to achieve a higher level of language control and quality with pros and cons. In this work, we propose a novel critic decoding method for controlled language generation (CriticControl) that combines the strengths of reinforcement learning and weighted decoding. Specifically, we adopt the actor-critic framework to train an LM-steering critic from non-differentiable reward models. And similar to weighted decoding, our method freezes the language model and manipulates the output token distribution using called critic, improving training efficiency and stability. Evaluation of our method on three controlled generation tasks, namely topic control, sentiment control, and detoxification, shows that our approach generates more coherent and well-controlled texts than previous methods. In addition, CriticControl demonstrates superior generalization ability in zero-shot settings. Human evaluation studies also corroborate our findings.
C5T5: Controllable Generation of Organic Molecules with Transformers
Methods for designing organic materials with desired properties have high potential impact across fields such as medicine, renewable energy, petrochemical engineering, and agriculture. However, using generative modeling to design substances with desired properties is difficult because candidate compounds must satisfy multiple constraints, including synthetic accessibility and other metrics that are intuitive to domain experts but challenging to quantify. We propose C5T5, a novel self-supervised pretraining method that enables transformers to make zero-shot select-and-replace edits, altering organic substances towards desired property values. C5T5 operates on IUPAC names -- a standardized molecular representation that intuitively encodes rich structural information for organic chemists but that has been largely ignored by the ML community. Our technique requires no edited molecule pairs to train and only a rough estimate of molecular properties, and it has the potential to model long-range dependencies and symmetric molecular structures more easily than graph-based methods. C5T5 also provides a powerful interface to domain experts: it grants users fine-grained control over the generative process by selecting and replacing IUPAC name fragments, which enables experts to leverage their intuitions about structure-activity relationships. We demonstrate C5T5's effectiveness on four physical properties relevant for drug discovery, showing that it learns successful and chemically intuitive strategies for altering molecules towards desired property values.
$π_0$: A Vision-Language-Action Flow Model for General Robot Control
Robot learning holds tremendous promise to unlock the full potential of flexible, general, and dexterous robot systems, as well as to address some of the deepest questions in artificial intelligence. However, bringing robot learning to the level of generality required for effective real-world systems faces major obstacles in terms of data, generalization, and robustness. In this paper, we discuss how generalist robot policies (i.e., robot foundation models) can address these challenges, and how we can design effective generalist robot policies for complex and highly dexterous tasks. We propose a novel flow matching architecture built on top of a pre-trained vision-language model (VLM) to inherit Internet-scale semantic knowledge. We then discuss how this model can be trained on a large and diverse dataset from multiple dexterous robot platforms, including single-arm robots, dual-arm robots, and mobile manipulators. We evaluate our model in terms of its ability to perform tasks in zero shot after pre-training, follow language instructions from people and from a high-level VLM policy, and its ability to acquire new skills via fine-tuning. Our results cover a wide variety of tasks, such as laundry folding, table cleaning, and assembling boxes.
Universal Morphology Control via Contextual Modulation
Learning a universal policy across different robot morphologies can significantly improve learning efficiency and generalization in continuous control. However, it poses a challenging multi-task reinforcement learning problem, as the optimal policy may be quite different across robots and critically depend on the morphology. Existing methods utilize graph neural networks or transformers to handle heterogeneous state and action spaces across different morphologies, but pay little attention to the dependency of a robot's control policy on its morphology context. In this paper, we propose a hierarchical architecture to better model this dependency via contextual modulation, which includes two key submodules: (1) Instead of enforcing hard parameter sharing across robots, we use hypernetworks to generate morphology-dependent control parameters; (2) We propose a morphology-dependent attention mechanism to modulate the interactions between different limbs in a robot. Experimental results show that our method not only improves learning performance on a diverse set of training robots, but also generalizes better to unseen morphologies in a zero-shot fashion.
Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon Prediction
We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning such policies: 1) the indistinguishability of tasks from the state distribution, due to the vast scene diversity, and 2) the non-stationary nature of environment dynamics caused by partial observability. To tackle the first challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage the emergence of goal-relevant visual state representations. To tackle the second challenge, the policy is further fueled by an adaptive horizon prediction module that helps alleviate the learning uncertainty brought by the non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method significantly outperforms the best baseline so far; in many of them, we double the performance. Our ablation and exploratory studies then explain how our approach beat the counterparts and also unveil the surprising bonus of zero-shot generalization to new scenes (biomes). We hope our agent could help shed some light on learning goal-conditioned, multi-task agents in challenging, open-ended environments like Minecraft.
Control Transformer: Robot Navigation in Unknown Environments through PRM-Guided Return-Conditioned Sequence Modeling
Learning long-horizon tasks such as navigation has presented difficult challenges for successfully applying reinforcement learning to robotics. From another perspective, under known environments, sampling-based planning can robustly find collision-free paths in environments without learning. In this work, we propose Control Transformer that models return-conditioned sequences from low-level policies guided by a sampling-based Probabilistic Roadmap (PRM) planner. We demonstrate that our framework can solve long-horizon navigation tasks using only local information. We evaluate our approach on partially-observed maze navigation with MuJoCo robots, including Ant, Point, and Humanoid. We show that Control Transformer can successfully navigate through mazes and transfer to unknown environments. Additionally, we apply our method to a differential drive robot (Turtlebot3) and show zero-shot sim2real transfer under noisy observations.
UniControl: A Unified Diffusion Model for Controllable Visual Generation In the Wild
Achieving machine autonomy and human control often represent divergent objectives in the design of interactive AI systems. Visual generative foundation models such as Stable Diffusion show promise in navigating these goals, especially when prompted with arbitrary languages. However, they often fall short in generating images with spatial, structural, or geometric controls. The integration of such controls, which can accommodate various visual conditions in a single unified model, remains an unaddressed challenge. In response, we introduce UniControl, a new generative foundation model that consolidates a wide array of controllable condition-to-image (C2I) tasks within a singular framework, while still allowing for arbitrary language prompts. UniControl enables pixel-level-precise image generation, where visual conditions primarily influence the generated structures and language prompts guide the style and context. To equip UniControl with the capacity to handle diverse visual conditions, we augment pretrained text-to-image diffusion models and introduce a task-aware HyperNet to modulate the diffusion models, enabling the adaptation to different C2I tasks simultaneously. Trained on nine unique C2I tasks, UniControl demonstrates impressive zero-shot generation abilities with unseen visual conditions. Experimental results show that UniControl often surpasses the performance of single-task-controlled methods of comparable model sizes. This control versatility positions UniControl as a significant advancement in the realm of controllable visual generation.
FlexSpeech: Towards Stable, Controllable and Expressive Text-to-Speech
Current speech generation research can be categorized into two primary classes: non-autoregressive and autoregressive. The fundamental distinction between these approaches lies in the duration prediction strategy employed for predictable-length sequences. The NAR methods ensure stability in speech generation by explicitly and independently modeling the duration of each phonetic unit. Conversely, AR methods employ an autoregressive paradigm to predict the compressed speech token by implicitly modeling duration with Markov properties. Although this approach improves prosody, it does not provide the structural guarantees necessary for stability. To simultaneously address the issues of stability and naturalness in speech generation, we propose FlexSpeech, a stable, controllable, and expressive TTS model. The motivation behind FlexSpeech is to incorporate Markov dependencies and preference optimization directly on the duration predictor to boost its naturalness while maintaining explicit modeling of the phonetic units to ensure stability. Specifically, we decompose the speech generation task into two components: an AR duration predictor and a NAR acoustic model. The acoustic model is trained on a substantial amount of data to learn to render audio more stably, given reference audio prosody and phone durations. The duration predictor is optimized in a lightweight manner for different stylistic variations, thereby enabling rapid style transfer while maintaining a decoupled relationship with the specified speaker timbre. Experimental results demonstrate that our approach achieves SOTA stability and naturalness in zero-shot TTS. More importantly, when transferring to a specific stylistic domain, we can accomplish lightweight optimization of the duration module solely with about 100 data samples, without the need to adjust the acoustic model, thereby enabling rapid and stable style transfer.
METEOR: Melody-aware Texture-controllable Symbolic Orchestral Music Generation via Transformer VAE
Re-orchestration is the process of adapting a music piece for a different set of instruments. By altering the original instrumentation, the orchestrator often modifies the musical texture while preserving a recognizable melodic line and ensures that each part is playable within the technical and expressive capabilities of the chosen instruments. In this work, we propose METEOR, a model for generating Melody-aware Texture-controllable re-Orchestration with a Transformer-based variational auto-encoder (VAE). This model performs symbolic instrumental and textural music style transfers with a focus on melodic fidelity and controllability. We allow bar- and track-level controllability of the accompaniment with various textural attributes while keeping a homophonic texture. With both subjective and objective evaluations, we show that our model outperforms style transfer models on a re-orchestration task in terms of generation quality and controllability. Moreover, it can be adapted for a lead sheet orchestration task as a zero-shot learning model, achieving performance comparable to a model specifically trained for this task.
Automatically Extracting Numerical Results from Randomized Controlled Trials with Large Language Models
Meta-analyses statistically aggregate the findings of different randomized controlled trials (RCTs) to assess treatment effectiveness. Because this yields robust estimates of treatment effectiveness, results from meta-analyses are considered the strongest form of evidence. However, rigorous evidence syntheses are time-consuming and labor-intensive, requiring manual extraction of data from individual trials to be synthesized. Ideally, language technologies would permit fully automatic meta-analysis, on demand. This requires accurately extracting numerical results from individual trials, which has been beyond the capabilities of natural language processing (NLP) models to date. In this work, we evaluate whether modern large language models (LLMs) can reliably perform this task. We annotate (and release) a modest but granular evaluation dataset of clinical trial reports with numerical findings attached to interventions, comparators, and outcomes. Using this dataset, we evaluate the performance of seven LLMs applied zero-shot for the task of conditionally extracting numerical findings from trial reports. We find that massive LLMs that can accommodate lengthy inputs are tantalizingly close to realizing fully automatic meta-analysis, especially for dichotomous (binary) outcomes (e.g., mortality). However, LLMs -- including ones trained on biomedical texts -- perform poorly when the outcome measures are complex and tallying the results requires inference. This work charts a path toward fully automatic meta-analysis of RCTs via LLMs, while also highlighting the limitations of existing models for this aim.
WebWISE: Web Interface Control and Sequential Exploration with Large Language Models
The paper investigates using a Large Language Model (LLM) to automatically perform web software tasks using click, scroll, and text input operations. Previous approaches, such as reinforcement learning (RL) or imitation learning, are inefficient to train and task-specific. Our method uses filtered Document Object Model (DOM) elements as observations and performs tasks step-by-step, sequentially generating small programs based on the current observations. We use in-context learning, either benefiting from a single manually provided example, or an automatically generated example based on a successful zero-shot trial. We evaluate the proposed method on the MiniWob++ benchmark. With only one in-context example, our WebWISE method achieves similar or better performance than other methods that require many demonstrations or trials.
BLIP-Diffusion: Pre-trained Subject Representation for Controllable Text-to-Image Generation and Editing
Subject-driven text-to-image generation models create novel renditions of an input subject based on text prompts. Existing models suffer from lengthy fine-tuning and difficulties preserving the subject fidelity. To overcome these limitations, we introduce BLIP-Diffusion, a new subject-driven image generation model that supports multimodal control which consumes inputs of subject images and text prompts. Unlike other subject-driven generation models, BLIP-Diffusion introduces a new multimodal encoder which is pre-trained to provide subject representation. We first pre-train the multimodal encoder following BLIP-2 to produce visual representation aligned with the text. Then we design a subject representation learning task which enables a diffusion model to leverage such visual representation and generates new subject renditions. Compared with previous methods such as DreamBooth, our model enables zero-shot subject-driven generation, and efficient fine-tuning for customized subject with up to 20x speedup. We also demonstrate that BLIP-Diffusion can be flexibly combined with existing techniques such as ControlNet and prompt-to-prompt to enable novel subject-driven generation and editing applications. Code and models will be released at https://github.com/salesforce/LAVIS/tree/main/projects/blip-diffusion. Project page at https://dxli94.github.io/BLIP-Diffusion-website/.
A Generalist Dynamics Model for Control
We investigate the use of transformer sequence models as dynamics models (TDMs) for control. In a number of experiments in the DeepMind control suite, we find that first, TDMs perform well in a single-environment learning setting when compared to baseline models. Second, TDMs exhibit strong generalization capabilities to unseen environments, both in a few-shot setting, where a generalist model is fine-tuned with small amounts of data from the target environment, and in a zero-shot setting, where a generalist model is applied to an unseen environment without any further training. We further demonstrate that generalizing system dynamics can work much better than generalizing optimal behavior directly as a policy. This makes TDMs a promising ingredient for a foundation model of control.
The Matrix: Infinite-Horizon World Generation with Real-Time Moving Control
We present The Matrix, the first foundational realistic world simulator capable of generating continuous 720p high-fidelity real-scene video streams with real-time, responsive control in both first- and third-person perspectives, enabling immersive exploration of richly dynamic environments. Trained on limited supervised data from AAA games like Forza Horizon 5 and Cyberpunk 2077, complemented by large-scale unsupervised footage from real-world settings like Tokyo streets, The Matrix allows users to traverse diverse terrains -- deserts, grasslands, water bodies, and urban landscapes -- in continuous, uncut hour-long sequences. Operating at 16 FPS, the system supports real-time interactivity and demonstrates zero-shot generalization, translating virtual game environments to real-world contexts where collecting continuous movement data is often infeasible. For example, The Matrix can simulate a BMW X3 driving through an office setting--an environment present in neither gaming data nor real-world sources. This approach showcases the potential of AAA game data to advance robust world models, bridging the gap between simulations and real-world applications in scenarios with limited data.
CoCon: A Self-Supervised Approach for Controlled Text Generation
Pretrained Transformer-based language models (LMs) display remarkable natural language generation capabilities. With their immense potential, controlling text generation of such LMs is getting attention. While there are studies that seek to control high-level attributes (such as sentiment and topic) of generated text, there is still a lack of more precise control over its content at the word- and phrase-level. Here, we propose Content-Conditioner (CoCon) to control an LM's output text with a content input, at a fine-grained level. In our self-supervised approach, the CoCon block learns to help the LM complete a partially-observed text sequence by conditioning with content inputs that are withheld from the LM. Through experiments, we show that CoCon can naturally incorporate target content into generated texts and control high-level text attributes in a zero-shot manner.
Controlling Latent Diffusion Using Latent CLIP
Instead of performing text-conditioned denoising in the image domain, latent diffusion models (LDMs) operate in latent space of a variational autoencoder (VAE), enabling more efficient processing at reduced computational costs. However, while the diffusion process has moved to the latent space, the contrastive language-image pre-training (CLIP) models, as used in many image processing tasks, still operate in pixel space. Doing so requires costly VAE-decoding of latent images before they can be processed. In this paper, we introduce Latent-CLIP, a CLIP model that operates directly in the latent space. We train Latent-CLIP on 2.7B pairs of latent images and descriptive texts, and show that it matches zero-shot classification performance of similarly sized CLIP models on both the ImageNet benchmark and a LDM-generated version of it, demonstrating its effectiveness in assessing both real and generated content. Furthermore, we construct Latent-CLIP rewards for reward-based noise optimization (ReNO) and show that they match the performance of their CLIP counterparts on GenEval and T2I-CompBench while cutting the cost of the total pipeline by 21%. Finally, we use Latent-CLIP to guide generation away from harmful content, achieving strong performance on the inappropriate image prompts (I2P) benchmark and a custom evaluation, without ever requiring the costly step of decoding intermediate images.
VALL-T: Decoder-Only Generative Transducer for Robust and Decoding-Controllable Text-to-Speech
Recent TTS models with decoder-only Transformer architecture, such as SPEAR-TTS and VALL-E, achieve impressive naturalness and demonstrate the ability for zero-shot adaptation given a speech prompt. However, such decoder-only TTS models lack monotonic alignment constraints, sometimes leading to hallucination issues such as mispronunciation, word skipping and repeating. To address this limitation, we propose VALL-T, a generative Transducer model that introduces shifting relative position embeddings for input phoneme sequence, explicitly indicating the monotonic generation process while maintaining the architecture of decoder-only Transformer. Consequently, VALL-T retains the capability of prompt-based zero-shot adaptation and demonstrates better robustness against hallucinations with a relative reduction of 28.3% in the word error rate. Furthermore, the controllability of alignment in VALL-T during decoding facilitates the use of untranscribed speech prompts, even in unknown languages. It also enables the synthesis of lengthy speech by utilizing an aligned context window.
Instruct-SCTG: Guiding Sequential Controlled Text Generation through Instructions
Instruction-tuned large language models have shown remarkable performance in aligning generated text with user intentions across various tasks. However, maintaining human-like discourse structure in the generated text remains a challenging research question. In this paper, we propose Instruct-SCTG, a flexible and effective sequential framework that harnesses instruction-tuned language models to generate structurally coherent text in both fine-tuned and zero-shot setups. Our framework generates articles in a section-by-section manner, aligned with the desired human structure using natural language instructions. Furthermore, we introduce a new automatic metric that measures discourse divergence in a fuzzy manner. Extensive experiments on three datasets from representative domains of news and recipes demonstrate the state-of-the-art performance of our framework in imposing discourse structure during text generation, as verified by both automatic and human evaluation. Our code will be available on Github.
Editable User Profiles for Controllable Text Recommendation
Methods for making high-quality recommendations often rely on learning latent representations from interaction data. These methods, while performant, do not provide ready mechanisms for users to control the recommendation they receive. Our work tackles this problem by proposing LACE, a novel concept value bottleneck model for controllable text recommendations. LACE represents each user with a succinct set of human-readable concepts through retrieval given user-interacted documents and learns personalized representations of the concepts based on user documents. This concept based user profile is then leveraged to make recommendations. The design of our model affords control over the recommendations through a number of intuitive interactions with a transparent user profile. We first establish the quality of recommendations obtained from LACE in an offline evaluation on three recommendation tasks spanning six datasets in warm-start, cold-start, and zero-shot setups. Next, we validate the controllability of LACE under simulated user interactions. Finally, we implement LACE in an interactive controllable recommender system and conduct a user study to demonstrate that users are able to improve the quality of recommendations they receive through interactions with an editable user profile.
RT-1: Robotics Transformer for Real-World Control at Scale
By transferring knowledge from large, diverse, task-agnostic datasets, modern machine learning models can solve specific downstream tasks either zero-shot or with small task-specific datasets to a high level of performance. While this capability has been demonstrated in other fields such as computer vision, natural language processing or speech recognition, it remains to be shown in robotics, where the generalization capabilities of the models are particularly critical due to the difficulty of collecting real-world robotic data. We argue that one of the keys to the success of such general robotic models lies with open-ended task-agnostic training, combined with high-capacity architectures that can absorb all of the diverse, robotic data. In this paper, we present a model class, dubbed Robotics Transformer, that exhibits promising scalable model properties. We verify our conclusions in a study of different model classes and their ability to generalize as a function of the data size, model size, and data diversity based on a large-scale data collection on real robots performing real-world tasks. The project's website and videos can be found at robotics-transformer1.github.io
RoboDexVLM: Visual Language Model-Enabled Task Planning and Motion Control for Dexterous Robot Manipulation
This paper introduces RoboDexVLM, an innovative framework for robot task planning and grasp detection tailored for a collaborative manipulator equipped with a dexterous hand. Previous methods focus on simplified and limited manipulation tasks, which often neglect the complexities associated with grasping a diverse array of objects in a long-horizon manner. In contrast, our proposed framework utilizes a dexterous hand capable of grasping objects of varying shapes and sizes while executing tasks based on natural language commands. The proposed approach has the following core components: First, a robust task planner with a task-level recovery mechanism that leverages vision-language models (VLMs) is designed, which enables the system to interpret and execute open-vocabulary commands for long sequence tasks. Second, a language-guided dexterous grasp perception algorithm is presented based on robot kinematics and formal methods, tailored for zero-shot dexterous manipulation with diverse objects and commands. Comprehensive experimental results validate the effectiveness, adaptability, and robustness of RoboDexVLM in handling long-horizon scenarios and performing dexterous grasping. These results highlight the framework's ability to operate in complex environments, showcasing its potential for open-vocabulary dexterous manipulation. Our open-source project page can be found at https://henryhcliu.github.io/robodexvlm.
Distilling Motion Planner Augmented Policies into Visual Control Policies for Robot Manipulation
Learning complex manipulation tasks in realistic, obstructed environments is a challenging problem due to hard exploration in the presence of obstacles and high-dimensional visual observations. Prior work tackles the exploration problem by integrating motion planning and reinforcement learning. However, the motion planner augmented policy requires access to state information, which is often not available in the real-world settings. To this end, we propose to distill a state-based motion planner augmented policy to a visual control policy via (1) visual behavioral cloning to remove the motion planner dependency along with its jittery motion, and (2) vision-based reinforcement learning with the guidance of the smoothed trajectories from the behavioral cloning agent. We evaluate our method on three manipulation tasks in obstructed environments and compare it against various reinforcement learning and imitation learning baselines. The results demonstrate that our framework is highly sample-efficient and outperforms the state-of-the-art algorithms. Moreover, coupled with domain randomization, our policy is capable of zero-shot transfer to unseen environment settings with distractors. Code and videos are available at https://clvrai.com/mopa-pd
OpenVoice: Versatile Instant Voice Cloning
We introduce OpenVoice, a versatile voice cloning approach that requires only a short audio clip from the reference speaker to replicate their voice and generate speech in multiple languages. OpenVoice represents a significant advancement in addressing the following open challenges in the field: 1) Flexible Voice Style Control. OpenVoice enables granular control over voice styles, including emotion, accent, rhythm, pauses, and intonation, in addition to replicating the tone color of the reference speaker. The voice styles are not directly copied from and constrained by the style of the reference speaker. Previous approaches lacked the ability to flexibly manipulate voice styles after cloning. 2) Zero-Shot Cross-Lingual Voice Cloning. OpenVoice achieves zero-shot cross-lingual voice cloning for languages not included in the massive-speaker training set. Unlike previous approaches, which typically require extensive massive-speaker multi-lingual (MSML) dataset for all languages, OpenVoice can clone voices into a new language without any massive-speaker training data for that language. OpenVoice is also computationally efficient, costing tens of times less than commercially available APIs that offer even inferior performance. To foster further research in the field, we have made the source code and trained model publicly accessible. We also provide qualitative results in our demo website. Prior to its public release, our internal version of OpenVoice was used tens of millions of times by users worldwide between May and October 2023, serving as the backend of MyShell.
Large Language Models as General Pattern Machines
We observe that pre-trained large language models (LLMs) are capable of autoregressively completing complex token sequences -- from arbitrary ones procedurally generated by probabilistic context-free grammars (PCFG), to more rich spatial patterns found in the Abstract Reasoning Corpus (ARC), a general AI benchmark, prompted in the style of ASCII art. Surprisingly, pattern completion proficiency can be partially retained even when the sequences are expressed using tokens randomly sampled from the vocabulary. These results suggest that without any additional training, LLMs can serve as general sequence modelers, driven by in-context learning. In this work, we investigate how these zero-shot capabilities may be applied to problems in robotics -- from extrapolating sequences of numbers that represent states over time to complete simple motions, to least-to-most prompting of reward-conditioned trajectories that can discover and represent closed-loop policies (e.g., a stabilizing controller for CartPole). While difficult to deploy today for real systems due to latency, context size limitations, and compute costs, the approach of using LLMs to drive low-level control may provide an exciting glimpse into how the patterns among words could be transferred to actions.
From Text to Time? Rethinking the Effectiveness of the Large Language Model for Time Series Forecasting
Using pre-trained large language models (LLMs) as the backbone for time series prediction has recently gained significant research interest. However, the effectiveness of LLM backbones in this domain remains a topic of debate. Based on thorough empirical analyses, we observe that training and testing LLM-based models on small datasets often leads to the Encoder and Decoder becoming overly adapted to the dataset, thereby obscuring the true predictive capabilities of the LLM backbone. To investigate the genuine potential of LLMs in time series prediction, we introduce three pre-training models with identical architectures but different pre-training strategies. Thereby, large-scale pre-training allows us to create unbiased Encoder and Decoder components tailored to the LLM backbone. Through controlled experiments, we evaluate the zero-shot and few-shot prediction performance of the LLM, offering insights into its capabilities. Extensive experiments reveal that although the LLM backbone demonstrates some promise, its forecasting performance is limited. Our source code is publicly available in the anonymous repository: https://anonymous.4open.science/r/LLM4TS-0B5C.
Style-A-Video: Agile Diffusion for Arbitrary Text-based Video Style Transfer
Large-scale text-to-video diffusion models have demonstrated an exceptional ability to synthesize diverse videos. However, due to the lack of extensive text-to-video datasets and the necessary computational resources for training, directly applying these models for video stylization remains difficult. Also, given that the noise addition process on the input content is random and destructive, fulfilling the style transfer task's content preservation criteria is challenging. This paper proposes a zero-shot video stylization method named Style-A-Video, which utilizes a generative pre-trained transformer with an image latent diffusion model to achieve a concise text-controlled video stylization. We improve the guidance condition in the denoising process, establishing a balance between artistic expression and structure preservation. Furthermore, to decrease inter-frame flicker and avoid the formation of additional artifacts, we employ a sampling optimization and a temporal consistency module. Extensive experiments show that we can attain superior content preservation and stylistic performance while incurring less consumption than previous solutions. Code will be available at https://github.com/haha-lisa/Style-A-Video.
Predictable MDP Abstraction for Unsupervised Model-Based RL
A key component of model-based reinforcement learning (RL) is a dynamics model that predicts the outcomes of actions. Errors in this predictive model can degrade the performance of model-based controllers, and complex Markov decision processes (MDPs) can present exceptionally difficult prediction problems. To mitigate this issue, we propose predictable MDP abstraction (PMA): instead of training a predictive model on the original MDP, we train a model on a transformed MDP with a learned action space that only permits predictable, easy-to-model actions, while covering the original state-action space as much as possible. As a result, model learning becomes easier and more accurate, which allows robust, stable model-based planning or model-based RL. This transformation is learned in an unsupervised manner, before any task is specified by the user. Downstream tasks can then be solved with model-based control in a zero-shot fashion, without additional environment interactions. We theoretically analyze PMA and empirically demonstrate that PMA leads to significant improvements over prior unsupervised model-based RL approaches in a range of benchmark environments. Our code and videos are available at https://seohong.me/projects/pma/
Would I Lie To You? Inference Time Alignment of Language Models using Direct Preference Heads
Pre-trained Language Models (LMs) exhibit strong zero-shot and in-context learning capabilities; however, their behaviors are often difficult to control. By utilizing Reinforcement Learning from Human Feedback (RLHF), it is possible to fine-tune unsupervised LMs to follow instructions and produce outputs that reflect human preferences. Despite its benefits, RLHF has been shown to potentially harm a language model's reasoning capabilities and introduce artifacts such as hallucinations where the model may fabricate facts. To address this issue we introduce Direct Preference Heads (DPH), a fine-tuning framework that enables LMs to learn human preference signals through an auxiliary reward head without directly affecting the output distribution of the language modeling head. We perform a theoretical analysis of our objective function and find strong ties to Conservative Direct Preference Optimization (cDPO). Finally we evaluate our models on GLUE, RACE, and the GPT4All evaluation suite and demonstrate that our method produces models which achieve higher scores than those fine-tuned with Supervised Fine-Tuning (SFT) or Direct Preference Optimization (DPO) alone.
Compositional Text-to-Image Generation with Dense Blob Representations
Existing text-to-image models struggle to follow complex text prompts, raising the need for extra grounding inputs for better controllability. In this work, we propose to decompose a scene into visual primitives - denoted as dense blob representations - that contain fine-grained details of the scene while being modular, human-interpretable, and easy-to-construct. Based on blob representations, we develop a blob-grounded text-to-image diffusion model, termed BlobGEN, for compositional generation. Particularly, we introduce a new masked cross-attention module to disentangle the fusion between blob representations and visual features. To leverage the compositionality of large language models (LLMs), we introduce a new in-context learning approach to generate blob representations from text prompts. Our extensive experiments show that BlobGEN achieves superior zero-shot generation quality and better layout-guided controllability on MS-COCO. When augmented by LLMs, our method exhibits superior numerical and spatial correctness on compositional image generation benchmarks. Project page: https://blobgen-2d.github.io.
BlobGEN-Vid: Compositional Text-to-Video Generation with Blob Video Representations
Existing video generation models struggle to follow complex text prompts and synthesize multiple objects, raising the need for additional grounding input for improved controllability. In this work, we propose to decompose videos into visual primitives - blob video representation, a general representation for controllable video generation. Based on blob conditions, we develop a blob-grounded video diffusion model named BlobGEN-Vid that allows users to control object motions and fine-grained object appearance. In particular, we introduce a masked 3D attention module that effectively improves regional consistency across frames. In addition, we introduce a learnable module to interpolate text embeddings so that users can control semantics in specific frames and obtain smooth object transitions. We show that our framework is model-agnostic and build BlobGEN-Vid based on both U-Net and DiT-based video diffusion models. Extensive experimental results show that BlobGEN-Vid achieves superior zero-shot video generation ability and state-of-the-art layout controllability on multiple benchmarks. When combined with an LLM for layout planning, our framework even outperforms proprietary text-to-video generators in terms of compositional accuracy.
GeDi: Generative Discriminator Guided Sequence Generation
While large-scale language models (LMs) are able to imitate the distribution of natural language well enough to generate realistic text, it is difficult to control which regions of the distribution they generate. This is especially problematic because datasets used for training large LMs usually contain significant toxicity, hate, bias, and negativity. We propose GeDi as an efficient method for using smaller LMs as generative discriminators to guide generation from large LMs to make them safer and more controllable. GeDi guides generation at each step by computing classification probabilities for all possible next tokens via Bayes rule by normalizing over two class-conditional distributions; one conditioned on the desired attribute, or control code, and another conditioned on the undesired attribute, or anti control code. We find that GeDi gives stronger controllability than the state of the art method while also achieving generation speeds more than 30 times faster. Additionally, training GeDi on only four topics allows us to controllably generate new topics zero-shot from just a keyword, unlocking a new capability that previous controllable generation methods do not have. Lastly, we show that GeDi can make GPT-2 (1.5B parameters) significantly less toxic without sacrificing linguistic quality, making it by far the most practical existing method for detoxifying large language models while maintaining a fast generation speed.
WordRobe: Text-Guided Generation of Textured 3D Garments
In this paper, we tackle a new and challenging problem of text-driven generation of 3D garments with high-quality textures. We propose "WordRobe", a novel framework for the generation of unposed & textured 3D garment meshes from user-friendly text prompts. We achieve this by first learning a latent representation of 3D garments using a novel coarse-to-fine training strategy and a loss for latent disentanglement, promoting better latent interpolation. Subsequently, we align the garment latent space to the CLIP embedding space in a weakly supervised manner, enabling text-driven 3D garment generation and editing. For appearance modeling, we leverage the zero-shot generation capability of ControlNet to synthesize view-consistent texture maps in a single feed-forward inference step, thereby drastically decreasing the generation time as compared to existing methods. We demonstrate superior performance over current SOTAs for learning 3D garment latent space, garment interpolation, and text-driven texture synthesis, supported by quantitative evaluation and qualitative user study. The unposed 3D garment meshes generated using WordRobe can be directly fed to standard cloth simulation & animation pipelines without any post-processing.
Visual Reinforcement Learning with Self-Supervised 3D Representations
A prominent approach to visual Reinforcement Learning (RL) is to learn an internal state representation using self-supervised methods, which has the potential benefit of improved sample-efficiency and generalization through additional learning signal and inductive biases. However, while the real world is inherently 3D, prior efforts have largely been focused on leveraging 2D computer vision techniques as auxiliary self-supervision. In this work, we present a unified framework for self-supervised learning of 3D representations for motor control. Our proposed framework consists of two phases: a pretraining phase where a deep voxel-based 3D autoencoder is pretrained on a large object-centric dataset, and a finetuning phase where the representation is jointly finetuned together with RL on in-domain data. We empirically show that our method enjoys improved sample efficiency in simulated manipulation tasks compared to 2D representation learning methods. Additionally, our learned policies transfer zero-shot to a real robot setup with only approximate geometric correspondence, and successfully solve motor control tasks that involve grasping and lifting from a single, uncalibrated RGB camera. Code and videos are available at https://yanjieze.com/3d4rl/ .
Yell At Your Robot: Improving On-the-Fly from Language Corrections
Hierarchical policies that combine language and low-level control have been shown to perform impressively long-horizon robotic tasks, by leveraging either zero-shot high-level planners like pretrained language and vision-language models (LLMs/VLMs) or models trained on annotated robotic demonstrations. However, for complex and dexterous skills, attaining high success rates on long-horizon tasks still represents a major challenge -- the longer the task is, the more likely it is that some stage will fail. Can humans help the robot to continuously improve its long-horizon task performance through intuitive and natural feedback? In this paper, we make the following observation: high-level policies that index into sufficiently rich and expressive low-level language-conditioned skills can be readily supervised with human feedback in the form of language corrections. We show that even fine-grained corrections, such as small movements ("move a bit to the left"), can be effectively incorporated into high-level policies, and that such corrections can be readily obtained from humans observing the robot and making occasional suggestions. This framework enables robots not only to rapidly adapt to real-time language feedback, but also incorporate this feedback into an iterative training scheme that improves the high-level policy's ability to correct errors in both low-level execution and high-level decision-making purely from verbal feedback. Our evaluation on real hardware shows that this leads to significant performance improvement in long-horizon, dexterous manipulation tasks without the need for any additional teleoperation. Videos and code are available at https://yay-robot.github.io/.
GeoSynth: Contextually-Aware High-Resolution Satellite Image Synthesis
We present GeoSynth, a model for synthesizing satellite images with global style and image-driven layout control. The global style control is via textual prompts or geographic location. These enable the specification of scene semantics or regional appearance respectively, and can be used together. We train our model on a large dataset of paired satellite imagery, with automatically generated captions, and OpenStreetMap data. We evaluate various combinations of control inputs, including different types of layout controls. Results demonstrate that our model can generate diverse, high-quality images and exhibits excellent zero-shot generalization. The code and model checkpoints are available at https://github.com/mvrl/GeoSynth.
Collision Avoidance and Navigation for a Quadrotor Swarm Using End-to-end Deep Reinforcement Learning
End-to-end deep reinforcement learning (DRL) for quadrotor control promises many benefits -- easy deployment, task generalization and real-time execution capability. Prior end-to-end DRL-based methods have showcased the ability to deploy learned controllers onto single quadrotors or quadrotor teams maneuvering in simple, obstacle-free environments. However, the addition of obstacles increases the number of possible interactions exponentially, thereby increasing the difficulty of training RL policies. In this work, we propose an end-to-end DRL approach to control quadrotor swarms in environments with obstacles. We provide our agents a curriculum and a replay buffer of the clipped collision episodes to improve performance in obstacle-rich environments. We implement an attention mechanism to attend to the neighbor robots and obstacle interactions - the first successful demonstration of this mechanism on policies for swarm behavior deployed on severely compute-constrained hardware. Our work is the first work that demonstrates the possibility of learning neighbor-avoiding and obstacle-avoiding control policies trained with end-to-end DRL that transfers zero-shot to real quadrotors. Our approach scales to 32 robots with 80% obstacle density in simulation and 8 robots with 20% obstacle density in physical deployment. Video demonstrations are available on the project website at: https://sites.google.com/view/obst-avoid-swarm-rl.
AnyMorph: Learning Transferable Polices By Inferring Agent Morphology
The prototypical approach to reinforcement learning involves training policies tailored to a particular agent from scratch for every new morphology. Recent work aims to eliminate the re-training of policies by investigating whether a morphology-agnostic policy, trained on a diverse set of agents with similar task objectives, can be transferred to new agents with unseen morphologies without re-training. This is a challenging problem that required previous approaches to use hand-designed descriptions of the new agent's morphology. Instead of hand-designing this description, we propose a data-driven method that learns a representation of morphology directly from the reinforcement learning objective. Ours is the first reinforcement learning algorithm that can train a policy to generalize to new agent morphologies without requiring a description of the agent's morphology in advance. We evaluate our approach on the standard benchmark for agent-agnostic control, and improve over the current state of the art in zero-shot generalization to new agents. Importantly, our method attains good performance without an explicit description of morphology.
VideoGrain: Modulating Space-Time Attention for Multi-grained Video Editing
Recent advancements in diffusion models have significantly improved video generation and editing capabilities. However, multi-grained video editing, which encompasses class-level, instance-level, and part-level modifications, remains a formidable challenge. The major difficulties in multi-grained editing include semantic misalignment of text-to-region control and feature coupling within the diffusion model. To address these difficulties, we present VideoGrain, a zero-shot approach that modulates space-time (cross- and self-) attention mechanisms to achieve fine-grained control over video content. We enhance text-to-region control by amplifying each local prompt's attention to its corresponding spatial-disentangled region while minimizing interactions with irrelevant areas in cross-attention. Additionally, we improve feature separation by increasing intra-region awareness and reducing inter-region interference in self-attention. Extensive experiments demonstrate our method achieves state-of-the-art performance in real-world scenarios. Our code, data, and demos are available at https://knightyxp.github.io/VideoGrain_project_page/
Unifying Diffusion Models' Latent Space, with Applications to CycleDiffusion and Guidance
Diffusion models have achieved unprecedented performance in generative modeling. The commonly-adopted formulation of the latent code of diffusion models is a sequence of gradually denoised samples, as opposed to the simpler (e.g., Gaussian) latent space of GANs, VAEs, and normalizing flows. This paper provides an alternative, Gaussian formulation of the latent space of various diffusion models, as well as an invertible DPM-Encoder that maps images into the latent space. While our formulation is purely based on the definition of diffusion models, we demonstrate several intriguing consequences. (1) Empirically, we observe that a common latent space emerges from two diffusion models trained independently on related domains. In light of this finding, we propose CycleDiffusion, which uses DPM-Encoder for unpaired image-to-image translation. Furthermore, applying CycleDiffusion to text-to-image diffusion models, we show that large-scale text-to-image diffusion models can be used as zero-shot image-to-image editors. (2) One can guide pre-trained diffusion models and GANs by controlling the latent codes in a unified, plug-and-play formulation based on energy-based models. Using the CLIP model and a face recognition model as guidance, we demonstrate that diffusion models have better coverage of low-density sub-populations and individuals than GANs. The code is publicly available at https://github.com/ChenWu98/cycle-diffusion.
PEGASUS: Personalized Generative 3D Avatars with Composable Attributes
We present PEGASUS, a method for constructing a personalized generative 3D face avatar from monocular video sources. Our generative 3D avatar enables disentangled controls to selectively alter the facial attributes (e.g., hair or nose) while preserving the identity. Our approach consists of two stages: synthetic database generation and constructing a personalized generative avatar. We generate a synthetic video collection of the target identity with varying facial attributes, where the videos are synthesized by borrowing the attributes from monocular videos of diverse identities. Then, we build a person-specific generative 3D avatar that can modify its attributes continuously while preserving its identity. Through extensive experiments, we demonstrate that our method of generating a synthetic database and creating a 3D generative avatar is the most effective in preserving identity while achieving high realism. Subsequently, we introduce a zero-shot approach to achieve the same goal of generative modeling more efficiently by leveraging a previously constructed personalized generative model.
Steered Diffusion: A Generalized Framework for Plug-and-Play Conditional Image Synthesis
Conditional generative models typically demand large annotated training sets to achieve high-quality synthesis. As a result, there has been significant interest in designing models that perform plug-and-play generation, i.e., to use a predefined or pretrained model, which is not explicitly trained on the generative task, to guide the generative process (e.g., using language). However, such guidance is typically useful only towards synthesizing high-level semantics rather than editing fine-grained details as in image-to-image translation tasks. To this end, and capitalizing on the powerful fine-grained generative control offered by the recent diffusion-based generative models, we introduce Steered Diffusion, a generalized framework for photorealistic zero-shot conditional image generation using a diffusion model trained for unconditional generation. The key idea is to steer the image generation of the diffusion model at inference time via designing a loss using a pre-trained inverse model that characterizes the conditional task. This loss modulates the sampling trajectory of the diffusion process. Our framework allows for easy incorporation of multiple conditions during inference. We present experiments using steered diffusion on several tasks including inpainting, colorization, text-guided semantic editing, and image super-resolution. Our results demonstrate clear qualitative and quantitative improvements over state-of-the-art diffusion-based plug-and-play models while adding negligible additional computational cost.
Robotic Table Tennis: A Case Study into a High Speed Learning System
We present a deep-dive into a real-world robotic learning system that, in previous work, was shown to be capable of hundreds of table tennis rallies with a human and has the ability to precisely return the ball to desired targets. This system puts together a highly optimized perception subsystem, a high-speed low-latency robot controller, a simulation paradigm that can prevent damage in the real world and also train policies for zero-shot transfer, and automated real world environment resets that enable autonomous training and evaluation on physical robots. We complement a complete system description, including numerous design decisions that are typically not widely disseminated, with a collection of studies that clarify the importance of mitigating various sources of latency, accounting for training and deployment distribution shifts, robustness of the perception system, sensitivity to policy hyper-parameters, and choice of action space. A video demonstrating the components of the system and details of experimental results can be found at https://youtu.be/uFcnWjB42I0.
F5-TTS: A Fairytaler that Fakes Fluent and Faithful Speech with Flow Matching
This paper introduces F5-TTS, a fully non-autoregressive text-to-speech system based on flow matching with Diffusion Transformer (DiT). Without requiring complex designs such as duration model, text encoder, and phoneme alignment, the text input is simply padded with filler tokens to the same length as input speech, and then the denoising is performed for speech generation, which was originally proved feasible by E2 TTS. However, the original design of E2 TTS makes it hard to follow due to its slow convergence and low robustness. To address these issues, we first model the input with ConvNeXt to refine the text representation, making it easy to align with the speech. We further propose an inference-time Sway Sampling strategy, which significantly improves our model's performance and efficiency. This sampling strategy for flow step can be easily applied to existing flow matching based models without retraining. Our design allows faster training and achieves an inference RTF of 0.15, which is greatly improved compared to state-of-the-art diffusion-based TTS models. Trained on a public 100K hours multilingual dataset, our Fairytaler Fakes Fluent and Faithful speech with Flow matching (F5-TTS) exhibits highly natural and expressive zero-shot ability, seamless code-switching capability, and speed control efficiency. Demo samples can be found at https://SWivid.github.io/F5-TTS. We release all code and checkpoints to promote community development.
ELLA-V: Stable Neural Codec Language Modeling with Alignment-guided Sequence Reordering
The language model (LM) approach based on acoustic and linguistic prompts, such as VALL-E, has achieved remarkable progress in the field of zero-shot audio generation. However, existing methods still have some limitations: 1) repetitions, transpositions, and omissions in the output synthesized speech due to limited alignment constraints between audio and phoneme tokens; 2) challenges of fine-grained control over the synthesized speech with autoregressive (AR) language model; 3) infinite silence generation due to the nature of AR-based decoding, especially under the greedy strategy. To alleviate these issues, we propose ELLA-V, a simple but efficient LM-based zero-shot text-to-speech (TTS) framework, which enables fine-grained control over synthesized audio at the phoneme level. The key to ELLA-V is interleaving sequences of acoustic and phoneme tokens, where phoneme tokens appear ahead of the corresponding acoustic tokens. The experimental findings reveal that our model outperforms VALL-E in terms of accuracy and delivers more stable results using both greedy and sampling-based decoding strategies. The code of ELLA-V will be open-sourced after cleanups. Audio samples are available at https://ereboas.github.io/ELLAV/.
Faster Segment Anything: Towards Lightweight SAM for Mobile Applications
Segment anything model (SAM) is a prompt-guided vision foundation model for cutting out the object of interest from its background. Since Meta research team released the SA project, SAM has attracted significant attention due to its impressive zero-shot transfer performance and high versatility of being compatible with other models for advanced vision applications like image editing with fine-grained control. Many of such use cases need to be run on resource-constraint edge devices, like mobile Apps. In this work, we aim to make SAM mobile-friendly by replacing the heavyweight image encoder with a lightweight one. A naive way to train such a new SAM as in the original SAM paper leads to unsatisfactory performance, especially when limited training sources are available. We find that this is mainly caused by the coupled optimization of the image encoder and mask decoder, motivated by which we propose decoupled distillation. Concretely, we distill the knowledge from the image encoder ViT-H in the original SAM to a lightweight image encoder, which can be automatically compatible with the mask decoder in the original SAM. The training can be completed on a single GPU within less than one day, and the resulting lightweight SAM is termed MobileSAM which is more than 60 times smaller yet performs on par with the original SAM. For inference speed, MobileSAM runs around 10ms per image: 8ms on the image encoder and 2ms on the mask decoder. With superior performance and a higher versatility, our MobileSAM is 7 times smaller and 4 times faster than the concurrent FastSAM, making it more suitable for mobile applications. The code for MobileSAM project is provided at https://github.com/ChaoningZhang/MobileSAM
MINDSTORES: Memory-Informed Neural Decision Synthesis for Task-Oriented Reinforcement in Embodied Systems
While large language models (LLMs) have shown promising capabilities as zero-shot planners for embodied agents, their inability to learn from experience and build persistent mental models limits their robustness in complex open-world environments like Minecraft. We introduce MINDSTORES, an experience-augmented planning framework that enables embodied agents to build and leverage mental models through natural interaction with their environment. Drawing inspiration from how humans construct and refine cognitive mental models, our approach extends existing zero-shot LLM planning by maintaining a database of past experiences that informs future planning iterations. The key innovation is representing accumulated experiences as natural language embeddings of (state, task, plan, outcome) tuples, which can then be efficiently retrieved and reasoned over by an LLM planner to generate insights and guide plan refinement for novel states and tasks. Through extensive experiments in the MineDojo environment, a simulation environment for agents in Minecraft that provides low-level controls for Minecraft, we find that MINDSTORES learns and applies its knowledge significantly better than existing memory-based LLM planners while maintaining the flexibility and generalization benefits of zero-shot approaches, representing an important step toward more capable embodied AI systems that can learn continuously through natural experience.
Diffusion Policy Policy Optimization
We introduce Diffusion Policy Policy Optimization, DPPO, an algorithmic framework including best practices for fine-tuning diffusion-based policies (e.g. Diffusion Policy) in continuous control and robot learning tasks using the policy gradient (PG) method from reinforcement learning (RL). PG methods are ubiquitous in training RL policies with other policy parameterizations; nevertheless, they had been conjectured to be less efficient for diffusion-based policies. Surprisingly, we show that DPPO achieves the strongest overall performance and efficiency for fine-tuning in common benchmarks compared to other RL methods for diffusion-based policies and also compared to PG fine-tuning of other policy parameterizations. Through experimental investigation, we find that DPPO takes advantage of unique synergies between RL fine-tuning and the diffusion parameterization, leading to structured and on-manifold exploration, stable training, and strong policy robustness. We further demonstrate the strengths of DPPO in a range of realistic settings, including simulated robotic tasks with pixel observations, and via zero-shot deployment of simulation-trained policies on robot hardware in a long-horizon, multi-stage manipulation task. Website with code: diffusion-ppo.github.io
Achieving Human Level Competitive Robot Table Tennis
Achieving human-level speed and performance on real world tasks is a north star for the robotics research community. This work takes a step towards that goal and presents the first learned robot agent that reaches amateur human-level performance in competitive table tennis. Table tennis is a physically demanding sport which requires human players to undergo years of training to achieve an advanced level of proficiency. In this paper, we contribute (1) a hierarchical and modular policy architecture consisting of (i) low level controllers with their detailed skill descriptors which model the agent's capabilities and help to bridge the sim-to-real gap and (ii) a high level controller that chooses the low level skills, (2) techniques for enabling zero-shot sim-to-real including an iterative approach to defining the task distribution that is grounded in the real-world and defines an automatic curriculum, and (3) real time adaptation to unseen opponents. Policy performance was assessed through 29 robot vs. human matches of which the robot won 45% (13/29). All humans were unseen players and their skill level varied from beginner to tournament level. Whilst the robot lost all matches vs. the most advanced players it won 100% matches vs. beginners and 55% matches vs. intermediate players, demonstrating solidly amateur human-level performance. Videos of the matches can be viewed at https://sites.google.com/view/competitive-robot-table-tennis
Empowering Vision-Language Models to Follow Interleaved Vision-Language Instructions
Multimodal Large Language Models (MLLMs) have recently sparked significant interest, which demonstrates emergent capabilities to serve as a general-purpose model for various vision-language tasks. However, existing methods mainly focus on limited types of instructions with a single image as visual context, which hinders the widespread availability of MLLMs. In this paper, we introduce the I4 benchmark to comprehensively evaluate the instruction following ability on complicated interleaved vision-language instructions, which involve intricate image-text sequential context, covering a diverse range of scenarios (e.g., visually-rich webpages/textbooks, lecture slides, embodied dialogue). Systematic evaluation on our I4 benchmark reveals a common defect of existing methods: the Visual Prompt Generator (VPG) trained on image-captioning alignment objective tends to attend to common foreground information for captioning but struggles to extract specific information required by particular tasks. To address this issue, we propose a generic and lightweight controllable knowledge re-injection module, which utilizes the sophisticated reasoning ability of LLMs to control the VPG to conditionally extract instruction-specific visual information and re-inject it into the LLM. Further, we introduce an annotation-free cross-attention guided counterfactual image training strategy to methodically learn the proposed module by collaborating a cascade of foundation models. Enhanced by the proposed module and training strategy, we present Cheetor, a Transformer-based MLLM that can effectively handle a wide variety of interleaved vision-language instructions and achieves state-of-the-art zero-shot performance across all tasks of I4, without high-quality multimodal instruction tuning data. Cheetor also exhibits competitive performance compared with state-of-the-art instruction tuned models on MME benchmark.
On the Effects of Data Scale on Computer Control Agents
Autonomous agents that control computer interfaces to accomplish human tasks are emerging. Leveraging LLMs to power such agents has been of special interest, but unless fine-tuned on human-collected task demonstrations, performance is still relatively low. In this work we study whether fine-tuning alone is a viable approach for building real-world computer control agents. %In particularly, we investigate how performance measured on both high and low-level tasks in domain and out of domain scales as more training data is collected. To this end we collect and release a new dataset, AndroidControl, consisting of 15,283 demonstrations of everyday tasks with Android apps. Compared to existing datasets, each AndroidControl task instance includes both high and low-level human-generated instructions, allowing us to explore the level of task complexity an agent can handle. Moreover, AndroidControl is the most diverse computer control dataset to date, including 15,283 unique tasks over 833 Android apps, thus allowing us to conduct in-depth analysis of the model performance in and out of the domain of the training data. Using the dataset, we find that when tested in domain fine-tuned models outperform zero and few-shot baselines and scale in such a way that robust performance might feasibly be obtained simply by collecting more data. Out of domain, performance scales significantly more slowly and suggests that in particular for high-level tasks, fine-tuning on more data alone may be insufficient for achieving robust out-of-domain performance.
Can language models learn from explanations in context?
Language Models (LMs) can perform new tasks by adapting to a few in-context examples. For humans, explanations that connect examples to task principles can improve learning. We therefore investigate whether explanations of few-shot examples can help LMs. We annotate questions from 40 challenging tasks with answer explanations, and various matched control explanations. We evaluate how different types of explanations, instructions, and controls affect zero- and few-shot performance. We analyze these results using statistical multilevel modeling techniques that account for the nested dependencies among conditions, tasks, prompts, and models. We find that explanations can improve performance -- even without tuning. Furthermore, explanations hand-tuned for performance on a small validation set offer substantially larger benefits, and building a prompt by selecting examples and explanations together substantially improves performance over selecting examples alone. Finally, even untuned explanations outperform carefully matched controls, suggesting that the benefits are due to the link between an example and its explanation, rather than lower-level features. However, only large models benefit. In summary, explanations can support the in-context learning of large LMs on challenging tasks.
ChatbotManip: A Dataset to Facilitate Evaluation and Oversight of Manipulative Chatbot Behaviour
This paper introduces ChatbotManip, a novel dataset for studying manipulation in Chatbots. It contains simulated generated conversations between a chatbot and a (simulated) user, where the chatbot is explicitly asked to showcase manipulation tactics, persuade the user towards some goal, or simply be helpful. We consider a diverse set of chatbot manipulation contexts, from consumer and personal advice to citizen advice and controversial proposition argumentation. Each conversation is annotated by human annotators for both general manipulation and specific manipulation tactics. Our research reveals three key findings. First, Large Language Models (LLMs) can be manipulative when explicitly instructed, with annotators identifying manipulation in approximately 84\% of such conversations. Second, even when only instructed to be ``persuasive'' without explicit manipulation prompts, LLMs frequently default to controversial manipulative strategies, particularly gaslighting and fear enhancement. Third, small fine-tuned open source models, such as BERT+BiLSTM have a performance comparable to zero-shot classification with larger models like Gemini 2.5 pro in detecting manipulation, but are not yet reliable for real-world oversight. Our work provides important insights for AI safety research and highlights the need of addressing manipulation risks as LLMs are increasingly deployed in consumer-facing applications.
Proto Successor Measure: Representing the Space of All Possible Solutions of Reinforcement Learning
Having explored an environment, intelligent agents should be able to transfer their knowledge to most downstream tasks within that environment. Referred to as "zero-shot learning," this ability remains elusive for general-purpose reinforcement learning algorithms. While recent works have attempted to produce zero-shot RL agents, they make assumptions about the nature of the tasks or the structure of the MDP. We present Proto Successor Measure: the basis set for all possible solutions of Reinforcement Learning in a dynamical system. We provably show that any possible policy can be represented using an affine combination of these policy independent basis functions. Given a reward function at test time, we simply need to find the right set of linear weights to combine these basis corresponding to the optimal policy. We derive a practical algorithm to learn these basis functions using only interaction data from the environment and show that our approach can produce the optimal policy at test time for any given reward function without additional environmental interactions. Project page: https://agarwalsiddhant10.github.io/projects/psm.html.
Zero-Shot Reinforcement Learning Under Partial Observability
Recent work has shown that, under certain assumptions, zero-shot reinforcement learning (RL) methods can generalise to any unseen task in an environment after reward-free pre-training. Access to Markov states is one such assumption, yet, in many real-world applications, the Markov state is only partially observable. Here, we explore how the performance of standard zero-shot RL methods degrades when subjected to partially observability, and show that, as in single-task RL, memory-based architectures are an effective remedy. We evaluate our memory-based zero-shot RL methods in domains where the states, rewards and a change in dynamics are partially observed, and show improved performance over memory-free baselines. Our code is open-sourced via: https://enjeeneer.io/projects/bfms-with-memory/.
CFG-Zero*: Improved Classifier-Free Guidance for Flow Matching Models
Classifier-Free Guidance (CFG) is a widely adopted technique in diffusion/flow models to improve image fidelity and controllability. In this work, we first analytically study the effect of CFG on flow matching models trained on Gaussian mixtures where the ground-truth flow can be derived. We observe that in the early stages of training, when the flow estimation is inaccurate, CFG directs samples toward incorrect trajectories. Building on this observation, we propose CFG-Zero*, an improved CFG with two contributions: (a) optimized scale, where a scalar is optimized to correct for the inaccuracies in the estimated velocity, hence the * in the name; and (b) zero-init, which involves zeroing out the first few steps of the ODE solver. Experiments on both text-to-image (Lumina-Next, Stable Diffusion 3, and Flux) and text-to-video (Wan-2.1) generation demonstrate that CFG-Zero* consistently outperforms CFG, highlighting its effectiveness in guiding Flow Matching models. (Code is available at github.com/WeichenFan/CFG-Zero-star)
Conservative World Models
Zero-shot reinforcement learning (RL) promises to provide agents that can perform any task in an environment after an offline pre-training phase. Forward-backward (FB) representations represent remarkable progress towards this ideal, achieving 85% of the performance of task-specific agents in this setting. However, such performance is contingent on access to large and diverse datasets for pre-training, which cannot be expected for most real problems. Here, we explore how FB performance degrades when trained on small datasets that lack diversity, and mitigate it with conservatism, a well-established feature of performant offline RL algorithms. We evaluate our family of methods across various datasets, domains and tasks, reaching 150% of vanilla FB performance in aggregate. Somewhat surprisingly, conservative FB algorithms also outperform the task-specific baseline, despite lacking access to reward labels and being required to maintain policies for all tasks. Conservative FB algorithms perform no worse than FB on full datasets, and so present little downside over their predecessor. Our code is available open-source via https://enjeeneer.io/projects/conservative-world-models/.
FateZero: Fusing Attentions for Zero-shot Text-based Video Editing
The diffusion-based generative models have achieved remarkable success in text-based image generation. However, since it contains enormous randomness in generation progress, it is still challenging to apply such models for real-world visual content editing, especially in videos. In this paper, we propose FateZero, a zero-shot text-based editing method on real-world videos without per-prompt training or use-specific mask. To edit videos consistently, we propose several techniques based on the pre-trained models. Firstly, in contrast to the straightforward DDIM inversion technique, our approach captures intermediate attention maps during inversion, which effectively retain both structural and motion information. These maps are directly fused in the editing process rather than generated during denoising. To further minimize semantic leakage of the source video, we then fuse self-attentions with a blending mask obtained by cross-attention features from the source prompt. Furthermore, we have implemented a reform of the self-attention mechanism in denoising UNet by introducing spatial-temporal attention to ensure frame consistency. Yet succinct, our method is the first one to show the ability of zero-shot text-driven video style and local attribute editing from the trained text-to-image model. We also have a better zero-shot shape-aware editing ability based on the text-to-video model. Extensive experiments demonstrate our superior temporal consistency and editing capability than previous works.
I2VControl-Camera: Precise Video Camera Control with Adjustable Motion Strength
Video generation technologies are developing rapidly and have broad potential applications. Among these technologies, camera control is crucial for generating professional-quality videos that accurately meet user expectations. However, existing camera control methods still suffer from several limitations, including control precision and the neglect of the control for subject motion dynamics. In this work, we propose I2VControl-Camera, a novel camera control method that significantly enhances controllability while providing adjustability over the strength of subject motion. To improve control precision, we employ point trajectory in the camera coordinate system instead of only extrinsic matrix information as our control signal. To accurately control and adjust the strength of subject motion, we explicitly model the higher-order components of the video trajectory expansion, not merely the linear terms, and design an operator that effectively represents the motion strength. We use an adapter architecture that is independent of the base model structure. Experiments on static and dynamic scenes show that our framework outperformances previous methods both quantitatively and qualitatively. The project page is: https://wanquanf.github.io/I2VControlCamera .
ZeroMimic: Distilling Robotic Manipulation Skills from Web Videos
Many recent advances in robotic manipulation have come through imitation learning, yet these rely largely on mimicking a particularly hard-to-acquire form of demonstrations: those collected on the same robot in the same room with the same objects as the trained policy must handle at test time. In contrast, large pre-recorded human video datasets demonstrating manipulation skills in-the-wild already exist, which contain valuable information for robots. Is it possible to distill a repository of useful robotic skill policies out of such data without any additional requirements on robot-specific demonstrations or exploration? We present the first such system ZeroMimic, that generates immediately deployable image goal-conditioned skill policies for several common categories of manipulation tasks (opening, closing, pouring, pick&place, cutting, and stirring) each capable of acting upon diverse objects and across diverse unseen task setups. ZeroMimic is carefully designed to exploit recent advances in semantic and geometric visual understanding of human videos, together with modern grasp affordance detectors and imitation policy classes. After training ZeroMimic on the popular EpicKitchens dataset of ego-centric human videos, we evaluate its out-of-the-box performance in varied real-world and simulated kitchen settings with two different robot embodiments, demonstrating its impressive abilities to handle these varied tasks. To enable plug-and-play reuse of ZeroMimic policies on other task setups and robots, we release software and policy checkpoints of our skill policies.
Foundation Policies with Hilbert Representations
Unsupervised and self-supervised objectives, such as next token prediction, have enabled pre-training generalist models from large amounts of unlabeled data. In reinforcement learning (RL), however, finding a truly general and scalable unsupervised pre-training objective for generalist policies from offline data remains a major open question. While a number of methods have been proposed to enable generic self-supervised RL, based on principles such as goal-conditioned RL, behavioral cloning, and unsupervised skill learning, such methods remain limited in terms of either the diversity of the discovered behaviors, the need for high-quality demonstration data, or the lack of a clear prompting or adaptation mechanism for downstream tasks. In this work, we propose a novel unsupervised framework to pre-train generalist policies that capture diverse, optimal, long-horizon behaviors from unlabeled offline data such that they can be quickly adapted to any arbitrary new tasks in a zero-shot manner. Our key insight is to learn a structured representation that preserves the temporal structure of the underlying environment, and then to span this learned latent space with directional movements, which enables various zero-shot policy "prompting" schemes for downstream tasks. Through our experiments on simulated robotic locomotion and manipulation benchmarks, we show that our unsupervised policies can solve goal-conditioned and general RL tasks in a zero-shot fashion, even often outperforming prior methods designed specifically for each setting. Our code and videos are available at https://seohong.me/projects/hilp/
DragNUWA: Fine-grained Control in Video Generation by Integrating Text, Image, and Trajectory
Controllable video generation has gained significant attention in recent years. However, two main limitations persist: Firstly, most existing works focus on either text, image, or trajectory-based control, leading to an inability to achieve fine-grained control in videos. Secondly, trajectory control research is still in its early stages, with most experiments being conducted on simple datasets like Human3.6M. This constraint limits the models' capability to process open-domain images and effectively handle complex curved trajectories. In this paper, we propose DragNUWA, an open-domain diffusion-based video generation model. To tackle the issue of insufficient control granularity in existing works, we simultaneously introduce text, image, and trajectory information to provide fine-grained control over video content from semantic, spatial, and temporal perspectives. To resolve the problem of limited open-domain trajectory control in current research, We propose trajectory modeling with three aspects: a Trajectory Sampler (TS) to enable open-domain control of arbitrary trajectories, a Multiscale Fusion (MF) to control trajectories in different granularities, and an Adaptive Training (AT) strategy to generate consistent videos following trajectories. Our experiments validate the effectiveness of DragNUWA, demonstrating its superior performance in fine-grained control in video generation. The homepage link is https://www.microsoft.com/en-us/research/project/dragnuwa/
Ctrl-Adapter: An Efficient and Versatile Framework for Adapting Diverse Controls to Any Diffusion Model
ControlNets are widely used for adding spatial control in image generation with different conditions, such as depth maps, canny edges, and human poses. However, there are several challenges when leveraging the pretrained image ControlNets for controlled video generation. First, pretrained ControlNet cannot be directly plugged into new backbone models due to the mismatch of feature spaces, and the cost of training ControlNets for new backbones is a big burden. Second, ControlNet features for different frames might not effectively handle the temporal consistency. To address these challenges, we introduce Ctrl-Adapter, an efficient and versatile framework that adds diverse controls to any image/video diffusion models, by adapting pretrained ControlNets (and improving temporal alignment for videos). Ctrl-Adapter provides diverse capabilities including image control, video control, video control with sparse frames, multi-condition control, compatibility with different backbones, adaptation to unseen control conditions, and video editing. In Ctrl-Adapter, we train adapter layers that fuse pretrained ControlNet features to different image/video diffusion models, while keeping the parameters of the ControlNets and the diffusion models frozen. Ctrl-Adapter consists of temporal and spatial modules so that it can effectively handle the temporal consistency of videos. We also propose latent skipping and inverse timestep sampling for robust adaptation and sparse control. Moreover, Ctrl-Adapter enables control from multiple conditions by simply taking the (weighted) average of ControlNet outputs. With diverse image/video diffusion backbones (SDXL, Hotshot-XL, I2VGen-XL, and SVD), Ctrl-Adapter matches ControlNet for image control and outperforms all baselines for video control (achieving the SOTA accuracy on the DAVIS 2017 dataset) with significantly lower computational costs (less than 10 GPU hours).
UniGoal: Towards Universal Zero-shot Goal-oriented Navigation
In this paper, we propose a general framework for universal zero-shot goal-oriented navigation. Existing zero-shot methods build inference framework upon large language models (LLM) for specific tasks, which differs a lot in overall pipeline and fails to generalize across different types of goal. Towards the aim of universal zero-shot navigation, we propose a uniform graph representation to unify different goals, including object category, instance image and text description. We also convert the observation of agent into an online maintained scene graph. With this consistent scene and goal representation, we preserve most structural information compared with pure text and are able to leverage LLM for explicit graph-based reasoning. Specifically, we conduct graph matching between the scene graph and goal graph at each time instant and propose different strategies to generate long-term goal of exploration according to different matching states. The agent first iteratively searches subgraph of goal when zero-matched. With partial matching, the agent then utilizes coordinate projection and anchor pair alignment to infer the goal location. Finally scene graph correction and goal verification are applied for perfect matching. We also present a blacklist mechanism to enable robust switch between stages. Extensive experiments on several benchmarks show that our UniGoal achieves state-of-the-art zero-shot performance on three studied navigation tasks with a single model, even outperforming task-specific zero-shot methods and supervised universal methods.
ObjCtrl-2.5D: Training-free Object Control with Camera Poses
This study aims to achieve more precise and versatile object control in image-to-video (I2V) generation. Current methods typically represent the spatial movement of target objects with 2D trajectories, which often fail to capture user intention and frequently produce unnatural results. To enhance control, we present ObjCtrl-2.5D, a training-free object control approach that uses a 3D trajectory, extended from a 2D trajectory with depth information, as a control signal. By modeling object movement as camera movement, ObjCtrl-2.5D represents the 3D trajectory as a sequence of camera poses, enabling object motion control using an existing camera motion control I2V generation model (CMC-I2V) without training. To adapt the CMC-I2V model originally designed for global motion control to handle local object motion, we introduce a module to isolate the target object from the background, enabling independent local control. In addition, we devise an effective way to achieve more accurate object control by sharing low-frequency warped latent within the object's region across frames. Extensive experiments demonstrate that ObjCtrl-2.5D significantly improves object control accuracy compared to training-free methods and offers more diverse control capabilities than training-based approaches using 2D trajectories, enabling complex effects like object rotation. Code and results are available at https://wzhouxiff.github.io/projects/ObjCtrl-2.5D/.
Learning from Reward-Free Offline Data: A Case for Planning with Latent Dynamics Models
A long-standing goal in AI is to build agents that can solve a variety of tasks across different environments, including previously unseen ones. Two dominant approaches tackle this challenge: (i) reinforcement learning (RL), which learns policies through trial and error, and (ii) optimal control, which plans actions using a learned or known dynamics model. However, their relative strengths and weaknesses remain underexplored in the setting where agents must learn from offline trajectories without reward annotations. In this work, we systematically analyze the performance of different RL and control-based methods under datasets of varying quality. On the RL side, we consider goal-conditioned and zero-shot approaches. On the control side, we train a latent dynamics model using the Joint Embedding Predictive Architecture (JEPA) and use it for planning. We study how dataset properties-such as data diversity, trajectory quality, and environment variability-affect the performance of these approaches. Our results show that model-free RL excels when abundant, high-quality data is available, while model-based planning excels in generalization to novel environment layouts, trajectory stitching, and data-efficiency. Notably, planning with a latent dynamics model emerges as a promising approach for zero-shot generalization from suboptimal data.
EgoZero: Robot Learning from Smart Glasses
Despite recent progress in general purpose robotics, robot policies still lag far behind basic human capabilities in the real world. Humans interact constantly with the physical world, yet this rich data resource remains largely untapped in robot learning. We propose EgoZero, a minimal system that learns robust manipulation policies from human demonstrations captured with Project Aria smart glasses, and zero robot data. EgoZero enables: (1) extraction of complete, robot-executable actions from in-the-wild, egocentric, human demonstrations, (2) compression of human visual observations into morphology-agnostic state representations, and (3) closed-loop policy learning that generalizes morphologically, spatially, and semantically. We deploy EgoZero policies on a gripper Franka Panda robot and demonstrate zero-shot transfer with 70% success rate over 7 manipulation tasks and only 20 minutes of data collection per task. Our results suggest that in-the-wild human data can serve as a scalable foundation for real-world robot learning - paving the way toward a future of abundant, diverse, and naturalistic training data for robots. Code and videos are available at https://egozero-robot.github.io.
Zero-Shot Video Editing Using Off-The-Shelf Image Diffusion Models
Large-scale text-to-image diffusion models achieve unprecedented success in image generation and editing. However, how to extend such success to video editing is unclear. Recent initial attempts at video editing require significant text-to-video data and computation resources for training, which is often not accessible. In this work, we propose vid2vid-zero, a simple yet effective method for zero-shot video editing. Our vid2vid-zero leverages off-the-shelf image diffusion models, and doesn't require training on any video. At the core of our method is a null-text inversion module for text-to-video alignment, a cross-frame modeling module for temporal consistency, and a spatial regularization module for fidelity to the original video. Without any training, we leverage the dynamic nature of the attention mechanism to enable bi-directional temporal modeling at test time. Experiments and analyses show promising results in editing attributes, subjects, places, etc., in real-world videos. Code is made available at https://github.com/baaivision/vid2vid-zero.
Latent Embedding Feedback and Discriminative Features for Zero-Shot Classification
Zero-shot learning strives to classify unseen categories for which no data is available during training. In the generalized variant, the test samples can further belong to seen or unseen categories. The state-of-the-art relies on Generative Adversarial Networks that synthesize unseen class features by leveraging class-specific semantic embeddings. During training, they generate semantically consistent features, but discard this constraint during feature synthesis and classification. We propose to enforce semantic consistency at all stages of (generalized) zero-shot learning: training, feature synthesis and classification. We first introduce a feedback loop, from a semantic embedding decoder, that iteratively refines the generated features during both the training and feature synthesis stages. The synthesized features together with their corresponding latent embeddings from the decoder are then transformed into discriminative features and utilized during classification to reduce ambiguities among categories. Experiments on (generalized) zero-shot object and action classification reveal the benefit of semantic consistency and iterative feedback, outperforming existing methods on six zero-shot learning benchmarks. Source code at https://github.com/akshitac8/tfvaegan.
MIVE: New Design and Benchmark for Multi-Instance Video Editing
Recent AI-based video editing has enabled users to edit videos through simple text prompts, significantly simplifying the editing process. However, recent zero-shot video editing techniques primarily focus on global or single-object edits, which can lead to unintended changes in other parts of the video. When multiple objects require localized edits, existing methods face challenges, such as unfaithful editing, editing leakage, and lack of suitable evaluation datasets and metrics. To overcome these limitations, we propose a zero-shot Multi-Instance Video Editing framework, called MIVE. MIVE is a general-purpose mask-based framework, not dedicated to specific objects (e.g., people). MIVE introduces two key modules: (i) Disentangled Multi-instance Sampling (DMS) to prevent editing leakage and (ii) Instance-centric Probability Redistribution (IPR) to ensure precise localization and faithful editing. Additionally, we present our new MIVE Dataset featuring diverse video scenarios and introduce the Cross-Instance Accuracy (CIA) Score to evaluate editing leakage in multi-instance video editing tasks. Our extensive qualitative, quantitative, and user study evaluations demonstrate that MIVE significantly outperforms recent state-of-the-art methods in terms of editing faithfulness, accuracy, and leakage prevention, setting a new benchmark for multi-instance video editing. The project page is available at https://kaist-viclab.github.io/mive-site/
ControlVideo: Adding Conditional Control for One Shot Text-to-Video Editing
In this paper, we present ControlVideo, a novel method for text-driven video editing. Leveraging the capabilities of text-to-image diffusion models and ControlNet, ControlVideo aims to enhance the fidelity and temporal consistency of videos that align with a given text while preserving the structure of the source video. This is achieved by incorporating additional conditions such as edge maps, fine-tuning the key-frame and temporal attention on the source video-text pair with carefully designed strategies. An in-depth exploration of ControlVideo's design is conducted to inform future research on one-shot tuning video diffusion models. Quantitatively, ControlVideo outperforms a range of competitive baselines in terms of faithfulness and consistency while still aligning with the textual prompt. Additionally, it delivers videos with high visual realism and fidelity w.r.t. the source content, demonstrating flexibility in utilizing controls containing varying degrees of source video information, and the potential for multiple control combinations. The project page is available at https://ml.cs.tsinghua.edu.cn/controlvideo/{https://ml.cs.tsinghua.edu.cn/controlvideo/}.
Text2Video-Zero: Text-to-Image Diffusion Models are Zero-Shot Video Generators
Recent text-to-video generation approaches rely on computationally heavy training and require large-scale video datasets. In this paper, we introduce a new task of zero-shot text-to-video generation and propose a low-cost approach (without any training or optimization) by leveraging the power of existing text-to-image synthesis methods (e.g., Stable Diffusion), making them suitable for the video domain. Our key modifications include (i) enriching the latent codes of the generated frames with motion dynamics to keep the global scene and the background time consistent; and (ii) reprogramming frame-level self-attention using a new cross-frame attention of each frame on the first frame, to preserve the context, appearance, and identity of the foreground object. Experiments show that this leads to low overhead, yet high-quality and remarkably consistent video generation. Moreover, our approach is not limited to text-to-video synthesis but is also applicable to other tasks such as conditional and content-specialized video generation, and Video Instruct-Pix2Pix, i.e., instruction-guided video editing. As experiments show, our method performs comparably or sometimes better than recent approaches, despite not being trained on additional video data. Our code will be open sourced at: https://github.com/Picsart-AI-Research/Text2Video-Zero .
Robotic Compliant Object Prying Using Diffusion Policy Guided by Vision and Force Observations
The growing adoption of batteries in the electric vehicle industry and various consumer products has created an urgent need for effective recycling solutions. These products often contain a mix of compliant and rigid components, making robotic disassembly a critical step toward achieving scalable recycling processes. Diffusion policy has emerged as a promising approach for learning low-level skills in robotics. To effectively apply diffusion policy to contact-rich tasks, incorporating force as feedback is essential. In this paper, we apply diffusion policy with vision and force in a compliant object prying task. However, when combining low-dimensional contact force with high-dimensional image, the force information may be diluted. To address this issue, we propose a method that effectively integrates force with image data for diffusion policy observations. We validate our approach on a battery prying task that demands high precision and multi-step execution. Our model achieves a 96\% success rate in diverse scenarios, marking a 57\% improvement over the vision-only baseline. Our method also demonstrates zero-shot transfer capability to handle unseen objects and battery types. Supplementary videos and implementation codes are available on our project website. https://rros-lab.github.io/diffusion-with-force.github.io/
Momentum-based Weight Interpolation of Strong Zero-Shot Models for Continual Learning
Large pre-trained, zero-shot capable models have shown considerable success both for standard transfer and adaptation tasks, with particular robustness towards distribution shifts. In addition, subsequent fine-tuning can considerably improve performance on a selected downstream task. However, through naive fine-tuning, these zero-shot models lose their generalizability and robustness towards distribution shifts. This is a particular problem for tasks such as Continual Learning (CL), where continuous adaptation has to be performed as new task distributions are introduced sequentially. In this work, we showcase that where fine-tuning falls short to adapt such zero-shot capable models, simple momentum-based weight interpolation can provide consistent improvements for CL tasks in both memory-free and memory-based settings. In particular, we find improvements of over +4% on standard CL benchmarks, while reducing the error to the upper limit of jointly training on all tasks at once in parts by more than half, allowing the continual learner to inch closer to the joint training limits.
MotionMaster: Training-free Camera Motion Transfer For Video Generation
The emergence of diffusion models has greatly propelled the progress in image and video generation. Recently, some efforts have been made in controllable video generation, including text-to-video generation and video motion control, among which camera motion control is an important topic. However, existing camera motion control methods rely on training a temporal camera module, and necessitate substantial computation resources due to the large amount of parameters in video generation models. Moreover, existing methods pre-define camera motion types during training, which limits their flexibility in camera control. Therefore, to reduce training costs and achieve flexible camera control, we propose COMD, a novel training-free video motion transfer model, which disentangles camera motions and object motions in source videos and transfers the extracted camera motions to new videos. We first propose a one-shot camera motion disentanglement method to extract camera motion from a single source video, which separates the moving objects from the background and estimates the camera motion in the moving objects region based on the motion in the background by solving a Poisson equation. Furthermore, we propose a few-shot camera motion disentanglement method to extract the common camera motion from multiple videos with similar camera motions, which employs a window-based clustering technique to extract the common features in temporal attention maps of multiple videos. Finally, we propose a motion combination method to combine different types of camera motions together, enabling our model a more controllable and flexible camera control. Extensive experiments demonstrate that our training-free approach can effectively decouple camera-object motion and apply the decoupled camera motion to a wide range of controllable video generation tasks, achieving flexible and diverse camera motion control.
Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition
Recent advances in diffusion-based and controllable video generation have enabled high-quality and temporally coherent video synthesis, laying the groundwork for immersive interactive gaming experiences. However, current methods face limitations in dynamics, generality, long-term consistency, and efficiency, which limit the ability to create various gameplay videos. To address these gaps, we introduce Hunyuan-GameCraft, a novel framework for high-dynamic interactive video generation in game environments. To achieve fine-grained action control, we unify standard keyboard and mouse inputs into a shared camera representation space, facilitating smooth interpolation between various camera and movement operations. Then we propose a hybrid history-conditioned training strategy that extends video sequences autoregressively while preserving game scene information. Additionally, to enhance inference efficiency and playability, we achieve model distillation to reduce computational overhead while maintaining consistency across long temporal sequences, making it suitable for real-time deployment in complex interactive environments. The model is trained on a large-scale dataset comprising over one million gameplay recordings across over 100 AAA games, ensuring broad coverage and diversity, then fine-tuned on a carefully annotated synthetic dataset to enhance precision and control. The curated game scene data significantly improves the visual fidelity, realism and action controllability. Extensive experiments demonstrate that Hunyuan-GameCraft significantly outperforms existing models, advancing the realism and playability of interactive game video generation.
DisPose: Disentangling Pose Guidance for Controllable Human Image Animation
Controllable human image animation aims to generate videos from reference images using driving videos. Due to the limited control signals provided by sparse guidance (e.g., skeleton pose), recent works have attempted to introduce additional dense conditions (e.g., depth map) to ensure motion alignment. However, such strict dense guidance impairs the quality of the generated video when the body shape of the reference character differs significantly from that of the driving video. In this paper, we present DisPose to mine more generalizable and effective control signals without additional dense input, which disentangles the sparse skeleton pose in human image animation into motion field guidance and keypoint correspondence. Specifically, we generate a dense motion field from a sparse motion field and the reference image, which provides region-level dense guidance while maintaining the generalization of the sparse pose control. We also extract diffusion features corresponding to pose keypoints from the reference image, and then these point features are transferred to the target pose to provide distinct identity information. To seamlessly integrate into existing models, we propose a plug-and-play hybrid ControlNet that improves the quality and consistency of generated videos while freezing the existing model parameters. Extensive qualitative and quantitative experiments demonstrate the superiority of DisPose compared to current methods. Code: https://github.com/lihxxx/DisPose{https://github.com/lihxxx/DisPose}.
Discovering Adaptable Symbolic Algorithms from Scratch
Autonomous robots deployed in the real world will need control policies that rapidly adapt to environmental changes. To this end, we propose AutoRobotics-Zero (ARZ), a method based on AutoML-Zero that discovers zero-shot adaptable policies from scratch. In contrast to neural network adaption policies, where only model parameters are optimized, ARZ can build control algorithms with the full expressive power of a linear register machine. We evolve modular policies that tune their model parameters and alter their inference algorithm on-the-fly to adapt to sudden environmental changes. We demonstrate our method on a realistic simulated quadruped robot, for which we evolve safe control policies that avoid falling when individual limbs suddenly break. This is a challenging task in which two popular neural network baselines fail. Finally, we conduct a detailed analysis of our method on a novel and challenging non-stationary control task dubbed Cataclysmic Cartpole. Results confirm our findings that ARZ is significantly more robust to sudden environmental changes and can build simple, interpretable control policies.
Prompt2NeRF-PIL: Fast NeRF Generation via Pretrained Implicit Latent
This paper explores promptable NeRF generation (e.g., text prompt or single image prompt) for direct conditioning and fast generation of NeRF parameters for the underlying 3D scenes, thus undoing complex intermediate steps while providing full 3D generation with conditional control. Unlike previous diffusion-CLIP-based pipelines that involve tedious per-prompt optimizations, Prompt2NeRF-PIL is capable of generating a variety of 3D objects with a single forward pass, leveraging a pre-trained implicit latent space of NeRF parameters. Furthermore, in zero-shot tasks, our experiments demonstrate that the NeRFs produced by our method serve as semantically informative initializations, significantly accelerating the inference process of existing prompt-to-NeRF methods. Specifically, we will show that our approach speeds up the text-to-NeRF model DreamFusion and the 3D reconstruction speed of the image-to-NeRF method Zero-1-to-3 by 3 to 5 times.
FreeGaussian: Annotation-free Controllable 3D Gaussian Splats with Flow Derivatives
Reconstructing controllable Gaussian splats from monocular video is a challenging task due to its inherently insufficient constraints. Widely adopted approaches supervise complex interactions with additional masks and control signal annotations, limiting their real-world applications. In this paper, we propose an annotation guidance-free method, dubbed FreeGaussian, that mathematically derives dynamic Gaussian motion from optical flow and camera motion using novel dynamic Gaussian constraints. By establishing a connection between 2D flows and 3D Gaussian dynamic control, our method enables self-supervised optimization and continuity of dynamic Gaussian motions from flow priors. Furthermore, we introduce a 3D spherical vector controlling scheme, which represents the state with a 3D Gaussian trajectory, thereby eliminating the need for complex 1D control signal calculations and simplifying controllable Gaussian modeling. Quantitative and qualitative evaluations on extensive experiments demonstrate the state-of-the-art visual performance and control capability of our method. Project page: https://freegaussian.github.io.
ControlVideo: Training-free Controllable Text-to-Video Generation
Text-driven diffusion models have unlocked unprecedented abilities in image generation, whereas their video counterpart still lags behind due to the excessive training cost of temporal modeling. Besides the training burden, the generated videos also suffer from appearance inconsistency and structural flickers, especially in long video synthesis. To address these challenges, we design a training-free framework called ControlVideo to enable natural and efficient text-to-video generation. ControlVideo, adapted from ControlNet, leverages coarsely structural consistency from input motion sequences, and introduces three modules to improve video generation. Firstly, to ensure appearance coherence between frames, ControlVideo adds fully cross-frame interaction in self-attention modules. Secondly, to mitigate the flicker effect, it introduces an interleaved-frame smoother that employs frame interpolation on alternated frames. Finally, to produce long videos efficiently, it utilizes a hierarchical sampler that separately synthesizes each short clip with holistic coherency. Empowered with these modules, ControlVideo outperforms the state-of-the-arts on extensive motion-prompt pairs quantitatively and qualitatively. Notably, thanks to the efficient designs, it generates both short and long videos within several minutes using one NVIDIA 2080Ti. Code is available at https://github.com/YBYBZhang/ControlVideo.
3DTrajMaster: Mastering 3D Trajectory for Multi-Entity Motion in Video Generation
This paper aims to manipulate multi-entity 3D motions in video generation. Previous methods on controllable video generation primarily leverage 2D control signals to manipulate object motions and have achieved remarkable synthesis results. However, 2D control signals are inherently limited in expressing the 3D nature of object motions. To overcome this problem, we introduce 3DTrajMaster, a robust controller that regulates multi-entity dynamics in 3D space, given user-desired 6DoF pose (location and rotation) sequences of entities. At the core of our approach is a plug-and-play 3D-motion grounded object injector that fuses multiple input entities with their respective 3D trajectories through a gated self-attention mechanism. In addition, we exploit an injector architecture to preserve the video diffusion prior, which is crucial for generalization ability. To mitigate video quality degradation, we introduce a domain adaptor during training and employ an annealed sampling strategy during inference. To address the lack of suitable training data, we construct a 360-Motion Dataset, which first correlates collected 3D human and animal assets with GPT-generated trajectory and then captures their motion with 12 evenly-surround cameras on diverse 3D UE platforms. Extensive experiments show that 3DTrajMaster sets a new state-of-the-art in both accuracy and generalization for controlling multi-entity 3D motions. Project page: http://fuxiao0719.github.io/projects/3dtrajmaster
ControlNeXt: Powerful and Efficient Control for Image and Video Generation
Diffusion models have demonstrated remarkable and robust abilities in both image and video generation. To achieve greater control over generated results, researchers introduce additional architectures, such as ControlNet, Adapters and ReferenceNet, to integrate conditioning controls. However, current controllable generation methods often require substantial additional computational resources, especially for video generation, and face challenges in training or exhibit weak control. In this paper, we propose ControlNeXt: a powerful and efficient method for controllable image and video generation. We first design a more straightforward and efficient architecture, replacing heavy additional branches with minimal additional cost compared to the base model. Such a concise structure also allows our method to seamlessly integrate with other LoRA weights, enabling style alteration without the need for additional training. As for training, we reduce up to 90% of learnable parameters compared to the alternatives. Furthermore, we propose another method called Cross Normalization (CN) as a replacement for Zero-Convolution' to achieve fast and stable training convergence. We have conducted various experiments with different base models across images and videos, demonstrating the robustness of our method.
StereoCrafter-Zero: Zero-Shot Stereo Video Generation with Noisy Restart
Generating high-quality stereo videos that mimic human binocular vision requires maintaining consistent depth perception and temporal coherence across frames. While diffusion models have advanced image and video synthesis, generating high-quality stereo videos remains challenging due to the difficulty of maintaining consistent temporal and spatial coherence between left and right views. We introduce StereoCrafter-Zero, a novel framework for zero-shot stereo video generation that leverages video diffusion priors without the need for paired training data. Key innovations include a noisy restart strategy to initialize stereo-aware latents and an iterative refinement process that progressively harmonizes the latent space, addressing issues like temporal flickering and view inconsistencies. Comprehensive evaluations, including quantitative metrics and user studies, demonstrate that StereoCrafter-Zero produces high-quality stereo videos with improved depth consistency and temporal smoothness, even when depth estimations are imperfect. Our framework is robust and adaptable across various diffusion models, setting a new benchmark for zero-shot stereo video generation and enabling more immersive visual experiences. Our code can be found in~https://github.com/shijianjian/StereoCrafter-Zero.
Fine-grained Controllable Video Generation via Object Appearance and Context
Text-to-video generation has shown promising results. However, by taking only natural languages as input, users often face difficulties in providing detailed information to precisely control the model's output. In this work, we propose fine-grained controllable video generation (FACTOR) to achieve detailed control. Specifically, FACTOR aims to control objects' appearances and context, including their location and category, in conjunction with the text prompt. To achieve detailed control, we propose a unified framework to jointly inject control signals into the existing text-to-video model. Our model consists of a joint encoder and adaptive cross-attention layers. By optimizing the encoder and the inserted layer, we adapt the model to generate videos that are aligned with both text prompts and fine-grained control. Compared to existing methods relying on dense control signals such as edge maps, we provide a more intuitive and user-friendly interface to allow object-level fine-grained control. Our method achieves controllability of object appearances without finetuning, which reduces the per-subject optimization efforts for the users. Extensive experiments on standard benchmark datasets and user-provided inputs validate that our model obtains a 70% improvement in controllability metrics over competitive baselines.
Adaptive Coordination in Social Embodied Rearrangement
We present the task of "Social Rearrangement", consisting of cooperative everyday tasks like setting up the dinner table, tidying a house or unpacking groceries in a simulated multi-agent environment. In Social Rearrangement, two robots coordinate to complete a long-horizon task, using onboard sensing and egocentric observations, and no privileged information about the environment. We study zero-shot coordination (ZSC) in this task, where an agent collaborates with a new partner, emulating a scenario where a robot collaborates with a new human partner. Prior ZSC approaches struggle to generalize in our complex and visually rich setting, and on further analysis, we find that they fail to generate diverse coordination behaviors at training time. To counter this, we propose Behavior Diversity Play (BDP), a novel ZSC approach that encourages diversity through a discriminability objective. Our results demonstrate that BDP learns adaptive agents that can tackle visual coordination, and zero-shot generalize to new partners in unseen environments, achieving 35% higher success and 32% higher efficiency compared to baselines.
CameraCtrl: Enabling Camera Control for Text-to-Video Generation
Controllability plays a crucial role in video generation since it allows users to create desired content. However, existing models largely overlooked the precise control of camera pose that serves as a cinematic language to express deeper narrative nuances. To alleviate this issue, we introduce CameraCtrl, enabling accurate camera pose control for text-to-video(T2V) models. After precisely parameterizing the camera trajectory, a plug-and-play camera module is then trained on a T2V model, leaving others untouched. Additionally, a comprehensive study on the effect of various datasets is also conducted, suggesting that videos with diverse camera distribution and similar appearances indeed enhance controllability and generalization. Experimental results demonstrate the effectiveness of CameraCtrl in achieving precise and domain-adaptive camera control, marking a step forward in the pursuit of dynamic and customized video storytelling from textual and camera pose inputs. Our project website is at: https://hehao13.github.io/projects-CameraCtrl/.
Zero123++: a Single Image to Consistent Multi-view Diffusion Base Model
We report Zero123++, an image-conditioned diffusion model for generating 3D-consistent multi-view images from a single input view. To take full advantage of pretrained 2D generative priors, we develop various conditioning and training schemes to minimize the effort of finetuning from off-the-shelf image diffusion models such as Stable Diffusion. Zero123++ excels in producing high-quality, consistent multi-view images from a single image, overcoming common issues like texture degradation and geometric misalignment. Furthermore, we showcase the feasibility of training a ControlNet on Zero123++ for enhanced control over the generation process. The code is available at https://github.com/SUDO-AI-3D/zero123plus.
ATI: Any Trajectory Instruction for Controllable Video Generation
We propose a unified framework for motion control in video generation that seamlessly integrates camera movement, object-level translation, and fine-grained local motion using trajectory-based inputs. In contrast to prior methods that address these motion types through separate modules or task-specific designs, our approach offers a cohesive solution by projecting user-defined trajectories into the latent space of pre-trained image-to-video generation models via a lightweight motion injector. Users can specify keypoints and their motion paths to control localized deformations, entire object motion, virtual camera dynamics, or combinations of these. The injected trajectory signals guide the generative process to produce temporally consistent and semantically aligned motion sequences. Our framework demonstrates superior performance across multiple video motion control tasks, including stylized motion effects (e.g., motion brushes), dynamic viewpoint changes, and precise local motion manipulation. Experiments show that our method provides significantly better controllability and visual quality compared to prior approaches and commercial solutions, while remaining broadly compatible with various state-of-the-art video generation backbones. Project page: https://anytraj.github.io/.
SUGAR: Subject-Driven Video Customization in a Zero-Shot Manner
We present SUGAR, a zero-shot method for subject-driven video customization. Given an input image, SUGAR is capable of generating videos for the subject contained in the image and aligning the generation with arbitrary visual attributes such as style and motion specified by user-input text. Unlike previous methods, which require test-time fine-tuning or fail to generate text-aligned videos, SUGAR achieves superior results without the need for extra cost at test-time. To enable zero-shot capability, we introduce a scalable pipeline to construct synthetic dataset which is specifically designed for subject-driven customization, leading to 2.5 millions of image-video-text triplets. Additionally, we propose several methods to enhance our model, including special attention designs, improved training strategies, and a refined sampling algorithm. Extensive experiments are conducted. Compared to previous methods, SUGAR achieves state-of-the-art results in identity preservation, video dynamics, and video-text alignment for subject-driven video customization, demonstrating the effectiveness of our proposed method.
Efficient Alignment of Unconditioned Action Prior for Language-conditioned Pick and Place in Clutter
We study the task of language-conditioned pick and place in clutter, where a robot should grasp a target object in open clutter and move it to a specified place. Some approaches learn end-to-end policies with features from vision foundation models, requiring large datasets. Others combine foundation models in a zero-shot setting, suffering from cascading errors. In addition, they primarily leverage vision and language foundation models, focusing less on action priors. In this paper, we aim to develop an effective policy by integrating foundation priors from vision, language, and action. We propose A^2, an action prior alignment method that aligns unconditioned action priors with 3D vision-language priors by learning one attention layer. The alignment formulation enables our policy to train with less data and preserve zero-shot generalization capabilities. We show that a shared policy for both pick and place actions enhances the performance for each task, and introduce a policy adaptation scheme to accommodate the multi-modal nature of actions. Extensive experiments in simulation and the real-world show that our policy achieves higher task success rates with fewer steps for both pick and place tasks in clutter, effectively generalizing to unseen objects and language instructions. Videos and codes are available at https://xukechun.github.io/papers/A2.
Video Creation by Demonstration
We explore a novel video creation experience, namely Video Creation by Demonstration. Given a demonstration video and a context image from a different scene, we generate a physically plausible video that continues naturally from the context image and carries out the action concepts from the demonstration. To enable this capability, we present delta-Diffusion, a self-supervised training approach that learns from unlabeled videos by conditional future frame prediction. Unlike most existing video generation controls that are based on explicit signals, we adopts the form of implicit latent control for maximal flexibility and expressiveness required by general videos. By leveraging a video foundation model with an appearance bottleneck design on top, we extract action latents from demonstration videos for conditioning the generation process with minimal appearance leakage. Empirically, delta-Diffusion outperforms related baselines in terms of both human preference and large-scale machine evaluations, and demonstrates potentials towards interactive world simulation. Sampled video generation results are available at https://delta-diffusion.github.io/.
FRESCO: Spatial-Temporal Correspondence for Zero-Shot Video Translation
The remarkable efficacy of text-to-image diffusion models has motivated extensive exploration of their potential application in video domains. Zero-shot methods seek to extend image diffusion models to videos without necessitating model training. Recent methods mainly focus on incorporating inter-frame correspondence into attention mechanisms. However, the soft constraint imposed on determining where to attend to valid features can sometimes be insufficient, resulting in temporal inconsistency. In this paper, we introduce FRESCO, intra-frame correspondence alongside inter-frame correspondence to establish a more robust spatial-temporal constraint. This enhancement ensures a more consistent transformation of semantically similar content across frames. Beyond mere attention guidance, our approach involves an explicit update of features to achieve high spatial-temporal consistency with the input video, significantly improving the visual coherence of the resulting translated videos. Extensive experiments demonstrate the effectiveness of our proposed framework in producing high-quality, coherent videos, marking a notable improvement over existing zero-shot methods.
RobustDexGrasp: Robust Dexterous Grasping of General Objects from Single-view Perception
Robust grasping of various objects from single-view perception is fundamental for dexterous robots. Previous works often rely on fully observable objects, expert demonstrations, or static grasping poses, which restrict their generalization ability and adaptability to external disturbances. In this paper, we present a reinforcement-learning-based framework that enables zero-shot dynamic dexterous grasping of a wide range of unseen objects from single-view perception, while performing adaptive motions to external disturbances. We utilize a hand-centric object representation for shape feature extraction that emphasizes interaction-relevant local shapes, enhancing robustness to shape variance and uncertainty. To enable effective hand adaptation to disturbances with limited observations, we propose a mixed curriculum learning strategy, which first utilizes imitation learning to distill a policy trained with privileged real-time visual-tactile feedback, and gradually transfers to reinforcement learning to learn adaptive motions under disturbances caused by observation noises and dynamic randomization. Our experiments demonstrate strong generalization in grasping unseen objects with random poses, achieving success rates of 97.0% across 247,786 simulated objects and 94.6% across 512 real objects. We also demonstrate the robustness of our method to various disturbances, including unobserved object movement and external forces, through both quantitative and qualitative evaluations. Project Page: https://zdchan.github.io/Robust_DexGrasp/
Masked Autoencoding for Scalable and Generalizable Decision Making
We are interested in learning scalable agents for reinforcement learning that can learn from large-scale, diverse sequential data similar to current large vision and language models. To this end, this paper presents masked decision prediction (MaskDP), a simple and scalable self-supervised pretraining method for reinforcement learning (RL) and behavioral cloning (BC). In our MaskDP approach, we employ a masked autoencoder (MAE) to state-action trajectories, wherein we randomly mask state and action tokens and reconstruct the missing data. By doing so, the model is required to infer masked-out states and actions and extract information about dynamics. We find that masking different proportions of the input sequence significantly helps with learning a better model that generalizes well to multiple downstream tasks. In our empirical study, we find that a MaskDP model gains the capability of zero-shot transfer to new BC tasks, such as single and multiple goal reaching, and it can zero-shot infer skills from a few example transitions. In addition, MaskDP transfers well to offline RL and shows promising scaling behavior w.r.t. to model size. It is amenable to data-efficient finetuning, achieving competitive results with prior methods based on autoregressive pretraining.
VideoMaker: Zero-shot Customized Video Generation with the Inherent Force of Video Diffusion Models
Zero-shot customized video generation has gained significant attention due to its substantial application potential. Existing methods rely on additional models to extract and inject reference subject features, assuming that the Video Diffusion Model (VDM) alone is insufficient for zero-shot customized video generation. However, these methods often struggle to maintain consistent subject appearance due to suboptimal feature extraction and injection techniques. In this paper, we reveal that VDM inherently possesses the force to extract and inject subject features. Departing from previous heuristic approaches, we introduce a novel framework that leverages VDM's inherent force to enable high-quality zero-shot customized video generation. Specifically, for feature extraction, we directly input reference images into VDM and use its intrinsic feature extraction process, which not only provides fine-grained features but also significantly aligns with VDM's pre-trained knowledge. For feature injection, we devise an innovative bidirectional interaction between subject features and generated content through spatial self-attention within VDM, ensuring that VDM has better subject fidelity while maintaining the diversity of the generated video.Experiments on both customized human and object video generation validate the effectiveness of our framework.
Motion Guidance: Diffusion-Based Image Editing with Differentiable Motion Estimators
Diffusion models are capable of generating impressive images conditioned on text descriptions, and extensions of these models allow users to edit images at a relatively coarse scale. However, the ability to precisely edit the layout, position, pose, and shape of objects in images with diffusion models is still difficult. To this end, we propose motion guidance, a zero-shot technique that allows a user to specify dense, complex motion fields that indicate where each pixel in an image should move. Motion guidance works by steering the diffusion sampling process with the gradients through an off-the-shelf optical flow network. Specifically, we design a guidance loss that encourages the sample to have the desired motion, as estimated by a flow network, while also being visually similar to the source image. By simultaneously sampling from a diffusion model and guiding the sample to have low guidance loss, we can obtain a motion-edited image. We demonstrate that our technique works on complex motions and produces high quality edits of real and generated images.
From Virtual Games to Real-World Play
We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally consistent video sequences that resemble real-world footage. It operates in an interactive loop: users observe a generated scene, issue a control command, and receive a short video chunk in response. To enable such realistic and responsive generation, we address key challenges including iterative chunk-wise prediction for low-latency feedback, temporal consistency across iterations, and accurate control response. RealPlay is trained on a combination of labeled game data and unlabeled real-world videos, without requiring real-world action annotations. Notably, we observe two forms of generalization: (1) control transfer-RealPlay effectively maps control signals from virtual to real-world scenarios; and (2) entity transfer-although training labels originate solely from a car racing game, RealPlay generalizes to control diverse real-world entities, including bicycles and pedestrians, beyond vehicles. Project page can be found: https://wenqsun.github.io/RealPlay/
MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting
Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.
Control-A-Video: Controllable Text-to-Video Generation with Diffusion Models
This paper presents a controllable text-to-video (T2V) diffusion model, named Video-ControlNet, that generates videos conditioned on a sequence of control signals, such as edge or depth maps. Video-ControlNet is built on a pre-trained conditional text-to-image (T2I) diffusion model by incorporating a spatial-temporal self-attention mechanism and trainable temporal layers for efficient cross-frame modeling. A first-frame conditioning strategy is proposed to facilitate the model to generate videos transferred from the image domain as well as arbitrary-length videos in an auto-regressive manner. Moreover, Video-ControlNet employs a novel residual-based noise initialization strategy to introduce motion prior from an input video, producing more coherent videos. With the proposed architecture and strategies, Video-ControlNet can achieve resource-efficient convergence and generate superior quality and consistent videos with fine-grained control. Extensive experiments demonstrate its success in various video generative tasks such as video editing and video style transfer, outperforming previous methods in terms of consistency and quality. Project Page: https://controlavideo.github.io/
CORN: Contact-based Object Representation for Nonprehensile Manipulation of General Unseen Objects
Nonprehensile manipulation is essential for manipulating objects that are too thin, large, or otherwise ungraspable in the wild. To sidestep the difficulty of contact modeling in conventional modeling-based approaches, reinforcement learning (RL) has recently emerged as a promising alternative. However, previous RL approaches either lack the ability to generalize over diverse object shapes, or use simple action primitives that limit the diversity of robot motions. Furthermore, using RL over diverse object geometry is challenging due to the high cost of training a policy that takes in high-dimensional sensory inputs. We propose a novel contact-based object representation and pretraining pipeline to tackle this. To enable massively parallel training, we leverage a lightweight patch-based transformer architecture for our encoder that processes point clouds, thus scaling our training across thousands of environments. Compared to learning from scratch, or other shape representation baselines, our representation facilitates both time- and data-efficient learning. We validate the efficacy of our overall system by zero-shot transferring the trained policy to novel real-world objects. Code and videos are available at https://sites.google.com/view/contact-non-prehensile.
I2VControl: Disentangled and Unified Video Motion Synthesis Control
Video synthesis techniques are undergoing rapid progress, with controllability being a significant aspect of practical usability for end-users. Although text condition is an effective way to guide video synthesis, capturing the correct joint distribution between text descriptions and video motion remains a substantial challenge. In this paper, we present a disentangled and unified framework, namely I2VControl, that unifies multiple motion control tasks in image-to-video synthesis. Our approach partitions the video into individual motion units and represents each unit with disentangled control signals, which allows for various control types to be flexibly combined within our single system. Furthermore, our methodology seamlessly integrates as a plug-in for pre-trained models and remains agnostic to specific model architectures. We conduct extensive experiments, achieving excellent performance on various control tasks, and our method further facilitates user-driven creative combinations, enhancing innovation and creativity. The project page is: https://wanquanf.github.io/I2VControl .
Fine-gained Zero-shot Video Sampling
Incorporating a temporal dimension into pretrained image diffusion models for video generation is a prevalent approach. However, this method is computationally demanding and necessitates large-scale video datasets. More critically, the heterogeneity between image and video datasets often results in catastrophic forgetting of the image expertise. Recent attempts to directly extract video snippets from image diffusion models have somewhat mitigated these problems. Nevertheless, these methods can only generate brief video clips with simple movements and fail to capture fine-grained motion or non-grid deformation. In this paper, we propose a novel Zero-Shot video Sampling algorithm, denoted as ZS^2, capable of directly sampling high-quality video clips from existing image synthesis methods, such as Stable Diffusion, without any training or optimization. Specifically, ZS^2 utilizes the dependency noise model and temporal momentum attention to ensure content consistency and animation coherence, respectively. This ability enables it to excel in related tasks, such as conditional and context-specialized video generation and instruction-guided video editing. Experimental results demonstrate that ZS^2 achieves state-of-the-art performance in zero-shot video generation, occasionally outperforming recent supervised methods. Homepage: https://densechen.github.io/zss/.
Cross-Embodiment Dexterous Grasping with Reinforcement Learning
Dexterous hands exhibit significant potential for complex real-world grasping tasks. While recent studies have primarily focused on learning policies for specific robotic hands, the development of a universal policy that controls diverse dexterous hands remains largely unexplored. In this work, we study the learning of cross-embodiment dexterous grasping policies using reinforcement learning (RL). Inspired by the capability of human hands to control various dexterous hands through teleoperation, we propose a universal action space based on the human hand's eigengrasps. The policy outputs eigengrasp actions that are then converted into specific joint actions for each robot hand through a retargeting mapping. We simplify the robot hand's proprioception to include only the positions of fingertips and the palm, offering a unified observation space across different robot hands. Our approach demonstrates an 80% success rate in grasping objects from the YCB dataset across four distinct embodiments using a single vision-based policy. Additionally, our policy exhibits zero-shot generalization to two previously unseen embodiments and significant improvement in efficient finetuning. For further details and videos, visit our project page https://sites.google.com/view/crossdex.
Programmable Motion Generation for Open-Set Motion Control Tasks
Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.
MotionCraft: Physics-based Zero-Shot Video Generation
Generating videos with realistic and physically plausible motion is one of the main recent challenges in computer vision. While diffusion models are achieving compelling results in image generation, video diffusion models are limited by heavy training and huge models, resulting in videos that are still biased to the training dataset. In this work we propose MotionCraft, a new zero-shot video generator to craft physics-based and realistic videos. MotionCraft is able to warp the noise latent space of an image diffusion model, such as Stable Diffusion, by applying an optical flow derived from a physics simulation. We show that warping the noise latent space results in coherent application of the desired motion while allowing the model to generate missing elements consistent with the scene evolution, which would otherwise result in artefacts or missing content if the flow was applied in the pixel space. We compare our method with the state-of-the-art Text2Video-Zero reporting qualitative and quantitative improvements, demonstrating the effectiveness of our approach to generate videos with finely-prescribed complex motion dynamics. Project page: https://mezzelfo.github.io/MotionCraft/
Frame Guidance: Training-Free Guidance for Frame-Level Control in Video Diffusion Models
Advancements in diffusion models have significantly improved video quality, directing attention to fine-grained controllability. However, many existing methods depend on fine-tuning large-scale video models for specific tasks, which becomes increasingly impractical as model sizes continue to grow. In this work, we present Frame Guidance, a training-free guidance for controllable video generation based on frame-level signals, such as keyframes, style reference images, sketches, or depth maps. For practical training-free guidance, we propose a simple latent processing method that dramatically reduces memory usage, and apply a novel latent optimization strategy designed for globally coherent video generation. Frame Guidance enables effective control across diverse tasks, including keyframe guidance, stylization, and looping, without any training, compatible with any video models. Experimental results show that Frame Guidance can produce high-quality controlled videos for a wide range of tasks and input signals.
TrackGo: A Flexible and Efficient Method for Controllable Video Generation
Recent years have seen substantial progress in diffusion-based controllable video generation. However, achieving precise control in complex scenarios, including fine-grained object parts, sophisticated motion trajectories, and coherent background movement, remains a challenge. In this paper, we introduce TrackGo, a novel approach that leverages free-form masks and arrows for conditional video generation. This method offers users with a flexible and precise mechanism for manipulating video content. We also propose the TrackAdapter for control implementation, an efficient and lightweight adapter designed to be seamlessly integrated into the temporal self-attention layers of a pretrained video generation model. This design leverages our observation that the attention map of these layers can accurately activate regions corresponding to motion in videos. Our experimental results demonstrate that our new approach, enhanced by the TrackAdapter, achieves state-of-the-art performance on key metrics such as FVD, FID, and ObjMC scores. The project page of TrackGo can be found at: https://zhtjtcz.github.io/TrackGo-Page/
Robot Utility Models: General Policies for Zero-Shot Deployment in New Environments
Robot models, particularly those trained with large amounts of data, have recently shown a plethora of real-world manipulation and navigation capabilities. Several independent efforts have shown that given sufficient training data in an environment, robot policies can generalize to demonstrated variations in that environment. However, needing to finetune robot models to every new environment stands in stark contrast to models in language or vision that can be deployed zero-shot for open-world problems. In this work, we present Robot Utility Models (RUMs), a framework for training and deploying zero-shot robot policies that can directly generalize to new environments without any finetuning. To create RUMs efficiently, we develop new tools to quickly collect data for mobile manipulation tasks, integrate such data into a policy with multi-modal imitation learning, and deploy policies on-device on Hello Robot Stretch, a cheap commodity robot, with an external mLLM verifier for retrying. We train five such utility models for opening cabinet doors, opening drawers, picking up napkins, picking up paper bags, and reorienting fallen objects. Our system, on average, achieves 90% success rate in unseen, novel environments interacting with unseen objects. Moreover, the utility models can also succeed in different robot and camera set-ups with no further data, training, or fine-tuning. Primary among our lessons are the importance of training data over training algorithm and policy class, guidance about data scaling, necessity for diverse yet high-quality demonstrations, and a recipe for robot introspection and retrying to improve performance on individual environments. Our code, data, models, hardware designs, as well as our experiment and deployment videos are open sourced and can be found on our project website: https://robotutilitymodels.com
Boosting Camera Motion Control for Video Diffusion Transformers
Recent advancements in diffusion models have significantly enhanced the quality of video generation. However, fine-grained control over camera pose remains a challenge. While U-Net-based models have shown promising results for camera control, transformer-based diffusion models (DiT)-the preferred architecture for large-scale video generation - suffer from severe degradation in camera motion accuracy. In this paper, we investigate the underlying causes of this issue and propose solutions tailored to DiT architectures. Our study reveals that camera control performance depends heavily on the choice of conditioning methods rather than camera pose representations that is commonly believed. To address the persistent motion degradation in DiT, we introduce Camera Motion Guidance (CMG), based on classifier-free guidance, which boosts camera control by over 400%. Additionally, we present a sparse camera control pipeline, significantly simplifying the process of specifying camera poses for long videos. Our method universally applies to both U-Net and DiT models, offering improved camera control for video generation tasks.
Helpful DoggyBot: Open-World Object Fetching using Legged Robots and Vision-Language Models
Learning-based methods have achieved strong performance for quadrupedal locomotion. However, several challenges prevent quadrupeds from learning helpful indoor skills that require interaction with environments and humans: lack of end-effectors for manipulation, limited semantic understanding using only simulation data, and low traversability and reachability in indoor environments. We present a system for quadrupedal mobile manipulation in indoor environments. It uses a front-mounted gripper for object manipulation, a low-level controller trained in simulation using egocentric depth for agile skills like climbing and whole-body tilting, and pre-trained vision-language models (VLMs) with a third-person fisheye and an egocentric RGB camera for semantic understanding and command generation. We evaluate our system in two unseen environments without any real-world data collection or training. Our system can zero-shot generalize to these environments and complete tasks, like following user's commands to fetch a randomly placed stuff toy after climbing over a queen-sized bed, with a 60% success rate. Project website: https://helpful-doggybot.github.io/
AnyI2V: Animating Any Conditional Image with Motion Control
Recent advancements in video generation, particularly in diffusion models, have driven notable progress in text-to-video (T2V) and image-to-video (I2V) synthesis. However, challenges remain in effectively integrating dynamic motion signals and flexible spatial constraints. Existing T2V methods typically rely on text prompts, which inherently lack precise control over the spatial layout of generated content. In contrast, I2V methods are limited by their dependence on real images, which restricts the editability of the synthesized content. Although some methods incorporate ControlNet to introduce image-based conditioning, they often lack explicit motion control and require computationally expensive training. To address these limitations, we propose AnyI2V, a training-free framework that animates any conditional images with user-defined motion trajectories. AnyI2V supports a broader range of modalities as the conditional image, including data types such as meshes and point clouds that are not supported by ControlNet, enabling more flexible and versatile video generation. Additionally, it supports mixed conditional inputs and enables style transfer and editing via LoRA and text prompts. Extensive experiments demonstrate that the proposed AnyI2V achieves superior performance and provides a new perspective in spatial- and motion-controlled video generation. Code is available at https://henghuiding.com/AnyI2V/.
Agile Catching with Whole-Body MPC and Blackbox Policy Learning
We address a benchmark task in agile robotics: catching objects thrown at high-speed. This is a challenging task that involves tracking, intercepting, and cradling a thrown object with access only to visual observations of the object and the proprioceptive state of the robot, all within a fraction of a second. We present the relative merits of two fundamentally different solution strategies: (i) Model Predictive Control using accelerated constrained trajectory optimization, and (ii) Reinforcement Learning using zeroth-order optimization. We provide insights into various performance trade-offs including sample efficiency, sim-to-real transfer, robustness to distribution shifts, and whole-body multimodality via extensive on-hardware experiments. We conclude with proposals on fusing "classical" and "learning-based" techniques for agile robot control. Videos of our experiments may be found at https://sites.google.com/view/agile-catching
Uni3C: Unifying Precisely 3D-Enhanced Camera and Human Motion Controls for Video Generation
Camera and human motion controls have been extensively studied for video generation, but existing approaches typically address them separately, suffering from limited data with high-quality annotations for both aspects. To overcome this, we present Uni3C, a unified 3D-enhanced framework for precise control of both camera and human motion in video generation. Uni3C includes two key contributions. First, we propose a plug-and-play control module trained with a frozen video generative backbone, PCDController, which utilizes unprojected point clouds from monocular depth to achieve accurate camera control. By leveraging the strong 3D priors of point clouds and the powerful capacities of video foundational models, PCDController shows impressive generalization, performing well regardless of whether the inference backbone is frozen or fine-tuned. This flexibility enables different modules of Uni3C to be trained in specific domains, i.e., either camera control or human motion control, reducing the dependency on jointly annotated data. Second, we propose a jointly aligned 3D world guidance for the inference phase that seamlessly integrates both scenic point clouds and SMPL-X characters to unify the control signals for camera and human motion, respectively. Extensive experiments confirm that PCDController enjoys strong robustness in driving camera motion for fine-tuned backbones of video generation. Uni3C substantially outperforms competitors in both camera controllability and human motion quality. Additionally, we collect tailored validation sets featuring challenging camera movements and human actions to validate the effectiveness of our method.
Genie: Show Me the Data for Quantization
Zero-shot quantization is a promising approach for developing lightweight deep neural networks when data is inaccessible owing to various reasons, including cost and issues related to privacy. By exploiting the learned parameters (mu and sigma) of batch normalization layers in an FP32-pre-trained model, zero-shot quantization schemes focus on generating synthetic data. Subsequently, they distill knowledge from the pre-trained model (teacher) to the quantized model (student) such that the quantized model can be optimized with the synthetic dataset. However, thus far, zero-shot quantization has primarily been discussed in the context of quantization-aware training methods, which require task-specific losses and long-term optimization as much as retraining. We thus introduce a post-training quantization scheme for zero-shot quantization that produces high-quality quantized networks within a few hours. Furthermore, we propose a framework called Genie~that generates data suited for quantization. With the data synthesized by Genie, we can produce robust quantized models without real datasets, which is comparable to few-shot quantization. We also propose a post-training quantization algorithm to enhance the performance of quantized models. By combining them, we can bridge the gap between zero-shot and few-shot quantization while significantly improving the quantization performance compared to that of existing approaches. In other words, we can obtain a unique state-of-the-art zero-shot quantization approach. The code is available at https://github.com/SamsungLabs/Genie.
Direct-a-Video: Customized Video Generation with User-Directed Camera Movement and Object Motion
Recent text-to-video diffusion models have achieved impressive progress. In practice, users often desire the ability to control object motion and camera movement independently for customized video creation. However, current methods lack the focus on separately controlling object motion and camera movement in a decoupled manner, which limits the controllability and flexibility of text-to-video models. In this paper, we introduce Direct-a-Video, a system that allows users to independently specify motions for one or multiple objects and/or camera movements, as if directing a video. We propose a simple yet effective strategy for the decoupled control of object motion and camera movement. Object motion is controlled through spatial cross-attention modulation using the model's inherent priors, requiring no additional optimization. For camera movement, we introduce new temporal cross-attention layers to interpret quantitative camera movement parameters. We further employ an augmentation-based approach to train these layers in a self-supervised manner on a small-scale dataset, eliminating the need for explicit motion annotation. Both components operate independently, allowing individual or combined control, and can generalize to open-domain scenarios. Extensive experiments demonstrate the superiority and effectiveness of our method. Project page: https://direct-a-video.github.io/.
EVE: Efficient zero-shot text-based Video Editing with Depth Map Guidance and Temporal Consistency Constraints
Motivated by the superior performance of image diffusion models, more and more researchers strive to extend these models to the text-based video editing task. Nevertheless, current video editing tasks mainly suffer from the dilemma between the high fine-tuning cost and the limited generation capacity. Compared with images, we conjecture that videos necessitate more constraints to preserve the temporal consistency during editing. Towards this end, we propose EVE, a robust and efficient zero-shot video editing method. Under the guidance of depth maps and temporal consistency constraints, EVE derives satisfactory video editing results with an affordable computational and time cost. Moreover, recognizing the absence of a publicly available video editing dataset for fair comparisons, we construct a new benchmark ZVE-50 dataset. Through comprehensive experimentation, we validate that EVE could achieve a satisfactory trade-off between performance and efficiency. We will release our dataset and codebase to facilitate future researchers.
Diffusion as Shader: 3D-aware Video Diffusion for Versatile Video Generation Control
Diffusion models have demonstrated impressive performance in generating high-quality videos from text prompts or images. However, precise control over the video generation process, such as camera manipulation or content editing, remains a significant challenge. Existing methods for controlled video generation are typically limited to a single control type, lacking the flexibility to handle diverse control demands. In this paper, we introduce Diffusion as Shader (DaS), a novel approach that supports multiple video control tasks within a unified architecture. Our key insight is that achieving versatile video control necessitates leveraging 3D control signals, as videos are fundamentally 2D renderings of dynamic 3D content. Unlike prior methods limited to 2D control signals, DaS leverages 3D tracking videos as control inputs, making the video diffusion process inherently 3D-aware. This innovation allows DaS to achieve a wide range of video controls by simply manipulating the 3D tracking videos. A further advantage of using 3D tracking videos is their ability to effectively link frames, significantly enhancing the temporal consistency of the generated videos. With just 3 days of fine-tuning on 8 H800 GPUs using less than 10k videos, DaS demonstrates strong control capabilities across diverse tasks, including mesh-to-video generation, camera control, motion transfer, and object manipulation.