20.7SDOct 23, 2023
SyncFusion: Multimodal Onset-synchronized Video-to-Audio Foley SynthesisMarco Comunità, Riccardo F. Gramaccioni, Emilian Postolache et al.
Sound design involves creatively selecting, recording, and editing sound effects for various media like cinema, video games, and virtual/augmented reality. One of the most time-consuming steps when designing sound is synchronizing audio with video. In some cases, environmental recordings from video shoots are available, which can aid in the process. However, in video games and animations, no reference audio exists, requiring manual annotation of event timings from the video. We propose a system to extract repetitive actions onsets from a video, which are then used - in conjunction with audio or textual embeddings - to condition a diffusion model trained to generate a new synchronized sound effects audio track. In this way, we leave complete creative control to the sound designer while removing the burden of synchronization with video. Furthermore, editing the onset track or changing the conditioning embedding requires much less effort than editing the audio track itself, simplifying the sonification process. We provide sound examples, source code, and pretrained models to faciliate reproducibility
Ship in Sight: Diffusion Models for Ship-Image Super ResolutionLuigi Sigillo, Riccardo Fosco Gramaccioni, Alessandro Nicolosi et al.
In recent years, remarkable advancements have been achieved in the field of image generation, primarily driven by the escalating demand for high-quality outcomes across various image generation subtasks, such as inpainting, denoising, and super resolution. A major effort is devoted to exploring the application of super-resolution techniques to enhance the quality of low-resolution images. In this context, our method explores in depth the problem of ship image super resolution, which is crucial for coastal and port surveillance. We investigate the opportunity given by the growing interest in text-to-image diffusion models, taking advantage of the prior knowledge that such foundation models have already learned. In particular, we present a diffusion-model-based architecture that leverages text conditioning during training while being class-aware, to best preserve the crucial details of the ships during the generation of the super-resoluted image. Since the specificity of this task and the scarcity availability of off-the-shelf data, we also introduce a large labeled ship dataset scraped from online ship images, mostly from ShipSpotting\footnote{\url{www.shipspotting.com}} website. Our method achieves more robust results than other deep learning models previously employed for super resolution, as proven by the multiple experiments performed. Moreover, we investigate how this model can benefit downstream tasks, such as classification and object detection, thus emphasizing practical implementation in a real-world scenario. Experimental results show flexibility, reliability, and impressive performance of the proposed framework over state-of-the-art methods for different tasks. The code is available at: https://github.com/LuigiSigillo/ShipinSight .
5.1ASFeb 14, 2024
Overview of the L3DAS23 Challenge on Audio-Visual Extended RealityChristian Marinoni, Riccardo Fosco Gramaccioni, Changan Chen et al.
The primary goal of the L3DAS23 Signal Processing Grand Challenge at ICASSP 2023 is to promote and support collaborative research on machine learning for 3D audio signal processing, with a specific emphasis on 3D speech enhancement and 3D Sound Event Localization and Detection in Extended Reality applications. As part of our latest competition, we provide a brand-new dataset, which maintains the same general characteristics of the L3DAS21 and L3DAS22 datasets, but with first-order Ambisonics recordings from multiple reverberant simulated environments. Moreover, we start exploring an audio-visual scenario by providing images of these environments, as perceived by the different microphone positions and orientations. We also propose updated baseline models for both tasks that can now support audio-image couples as input and a supporting API to replicate our results. Finally, we present the results of the participants. Further details about the challenge are available at https://www.l3das.com/icassp2023.
10.9SDDec 19, 2024
FolAI: Synchronized Foley Sound Generation with Semantic and Temporal AlignmentRiccardo Fosco Gramaccioni, Christian Marinoni, Emilian Postolache et al.
Traditional sound design workflows rely on manual alignment of audio events to visual cues, as in Foley sound design, where everyday actions like footsteps or object interactions are recreated to match the on-screen motion. This process is time-consuming, difficult to scale, and lacks automation tools that preserve creative intent. Despite recent advances in vision-to-audio generation, producing temporally coherent and semantically controllable sound effects from video remains a major challenge. To address these limitations, we introduce FolAI, a two-stage generative framework that decouples the when and the what of sound synthesis, i.e., the temporal structure extraction and the semantically guided generation, respectively. In the first stage, we estimate a smooth control signal from the video that captures the motion intensity and rhythmic structure over time, serving as a temporal scaffold for the audio. In the second stage, a diffusion-based generative model produces sound effects conditioned both on this temporal envelope and on high-level semantic embeddings, provided by the user, that define the desired auditory content (e.g., material or action type). This modular design enables precise control over both timing and timbre, streamlining repetitive tasks while preserving creative flexibility in professional Foley workflows. Results on diverse visual contexts, such as footstep generation and action-specific sonorization, demonstrate that our model reliably produces audio that is temporally aligned with visual motion, semantically consistent with user intent, and perceptually realistic. These findings highlight the potential of FolAI as a controllable and modular solution for scalable, high-quality Foley sound synthesis in professional and interactive settings. Supplementary materials are accessible on our dedicated demo page at https://ispamm.github.io/FolAI.
2.3SPMay 16, 2024
Rethinking Multi-User Semantic Communications with Deep Generative ModelsEleonora Grassucci, Jinho Choi, Jihong Park et al.
In recent years, novel communication strategies have emerged to face the challenges that the increased number of connected devices and the higher quality of transmitted information are posing. Among them, semantic communication obtained promising results especially when combined with state-of-the-art deep generative models, such as large language or diffusion models, able to regenerate content from extremely compressed semantic information. However, most of these approaches focus on single-user scenarios processing the received content at the receiver on top of conventional communication systems. In this paper, we propose to go beyond these methods by developing a novel generative semantic communication framework tailored for multi-user scenarios. This system assigns the channel to users knowing that the lost information can be filled in with a diffusion model at the receivers. Under this innovative perspective, OFDMA systems should not aim to transmit the largest part of information, but solely the bits necessary to the generative model to semantically regenerate the missing ones. The thorough experimental evaluation shows the capabilities of the novel diffusion model and the effectiveness of the proposed framework, leading towards a GenAI-based next generation of communications.
9.3SDOct 7, 2025
FoleyGRAM: Video-to-Audio Generation with GRAM-Aligned Multimodal EncodersRiccardo Fosco Gramaccioni, Christian Marinoni, Eleonora Grassucci et al.
In this work, we present FoleyGRAM, a novel approach to video-to-audio generation that emphasizes semantic conditioning through the use of aligned multimodal encoders. Building on prior advancements in video-to-audio generation, FoleyGRAM leverages the Gramian Representation Alignment Measure (GRAM) to align embeddings across video, text, and audio modalities, enabling precise semantic control over the audio generation process. The core of FoleyGRAM is a diffusion-based audio synthesis model conditioned on GRAM-aligned embeddings and waveform envelopes, ensuring both semantic richness and temporal alignment with the corresponding input video. We evaluate FoleyGRAM on the Greatest Hits dataset, a standard benchmark for video-to-audio models. Our experiments demonstrate that aligning multimodal encoders using GRAM enhances the system's ability to semantically align generated audio with video content, advancing the state of the art in video-to-audio synthesis.
9.3SDOct 7, 2025
StereoSync: Spatially-Aware Stereo Audio Generation from VideoChristian Marinoni, Riccardo Fosco Gramaccioni, Kazuki Shimada et al.
Although audio generation has been widely studied over recent years, video-aligned audio generation still remains a relatively unexplored frontier. To address this gap, we introduce StereoSync, a novel and efficient model designed to generate audio that is both temporally synchronized with a reference video and spatially aligned with its visual context. Moreover, StereoSync also achieves efficiency by leveraging pretrained foundation models, reducing the need for extensive training while maintaining high-quality synthesis. Unlike existing methods that primarily focus on temporal synchronization, StereoSync introduces a significant advancement by incorporating spatial awareness into video-aligned audio generation. Indeed, given an input video, our approach extracts spatial cues from depth maps and bounding boxes, using them as cross-attention conditioning in a diffusion-based audio generation model. Such an approach allows StereoSync to go beyond simple synchronization, producing stereo audio that dynamically adapts to the spatial structure and movement of a video scene. We evaluate StereoSync on Walking The Maps, a curated dataset comprising videos from video games that feature animated characters walking through diverse environments. Experimental results demonstrate the ability of StereoSync to achieve both temporal and spatial alignment, advancing the state of the art in video-to-audio generation and resulting in a significantly more immersive and realistic audio experience.
1.2MMOct 7, 2025
Controllable Audio-Visual Viewpoint Generation from 360° Spatial InformationChristian Marinoni, Riccardo Fosco Gramaccioni, Eleonora Grassucci et al.
The generation of sounding videos has seen significant advancements with the advent of diffusion models. However, existing methods often lack the fine-grained control needed to generate viewpoint-specific content from larger, immersive 360-degree environments. This limitation restricts the creation of audio-visual experiences that are aware of off-camera events. To the best of our knowledge, this is the first work to introduce a framework for controllable audio-visual generation, addressing this unexplored gap. Specifically, we propose a diffusion model by introducing a set of powerful conditioning signals derived from the full 360-degree space: a panoramic saliency map to identify regions of interest, a bounding-box-aware signed distance map to define the target viewpoint, and a descriptive caption of the entire scene. By integrating these controls, our model generates spatially-aware viewpoint videos and audios that are coherently influenced by the broader, unseen environmental context, introducing a strong controllability that is essential for realistic and immersive audio-visual generation. We show audiovisual examples proving the effectiveness of our framework.
L3DAS21 Challenge: Machine Learning for 3D Audio Signal ProcessingEric Guizzo, Riccardo F. Gramaccioni, Saeid Jamili et al.
The L3DAS21 Challenge is aimed at encouraging and fostering collaborative research on machine learning for 3D audio signal processing, with particular focus on 3D speech enhancement (SE) and 3D sound localization and detection (SELD). Alongside with the challenge, we release the L3DAS21 dataset, a 65 hours 3D audio corpus, accompanied with a Python API that facilitates the data usage and results submission stage. Usually, machine learning approaches to 3D audio tasks are based on single-perspective Ambisonics recordings or on arrays of single-capsule microphones. We propose, instead, a novel multichannel audio configuration based multiple-source and multiple-perspective Ambisonics recordings, performed with an array of two first-order Ambisonics microphones. To the best of our knowledge, it is the first time that a dual-mic Ambisonics configuration is used for these tasks. We provide baseline models and results for both tasks, obtained with state-of-the-art architectures: FaSNet for SE and SELDNet for SELD. This report is aimed at providing all needed information to participate in the L3DAS21 Challenge, illustrating the details of the L3DAS21 dataset, the challenge tasks and the baseline models.