95.5CVApr 15
Seedance 2.0: Advancing Video Generation for World ComplexityTeam Seedance, De Chen, Liyang Chen et al. · gatech
Seedance 2.0 is a new native multi-modal audio-video generation model, officially released in China in early February 2026. Compared with its predecessors, Seedance 1.0 and 1.5 Pro, Seedance 2.0 adopts a unified, highly efficient, and large-scale architecture for multi-modal audio-video joint generation. This allows it to support four input modalities: text, image, audio, and video, by integrating one of the most comprehensive suites of multi-modal content reference and editing capabilities available in the industry to date. It delivers substantial, well-rounded improvements across all key sub-dimensions of video and audio generation. In both expert evaluations and public user tests, the model has demonstrated performance on par with the leading levels in the field. Seedance 2.0 supports direct generation of audio-video content with durations ranging from 4 to 15 seconds, with native output resolutions of 480p and 720p. For multi-modal inputs as reference, its current open platform supports up to 3 video clips, 9 images, and 3 audio clips. In addition, we provide Seedance 2.0 Fast version, an accelerated variant of Seedance 2.0 designed to boost generation speed for low-latency scenarios. Seedance 2.0 has delivered significant improvements to its foundational generation capabilities and multi-modal generation performance, bringing an enhanced creative experience for end users.
92.5GRApr 22
Seed3D 2.0: Advancing High-Fidelity Simulation-Ready 3D Content GenerationDiandian Gu, Jing Lin, Gaohong Liu et al.
We present Seed3D 2.0, an advanced 3D content generation system built on Seed3D 1.0, with substantial improvements across generation fidelity, simulation-ready capabilities, and application coverage. For geometry, a coarse-to-fine two-stage pipeline decouples global structure learning from high-frequency detail recovery, while a locality-aware VAE achieves higher spatial compression and more efficient decoding. For texture and material generation, we replace the cascaded pipeline of Seed3D 1.0 with a unified PBR model that directly generates multi-view albedo and metallic-roughness maps, enhanced by Mixture-of-Experts scaling and VLM-based semantic conditioning for improved material precision and visual fidelity. Beyond single-object generation, Seed3D 2.0 introduces a simulation-ready model suite comprising scene layout planning, part-aware decomposition, and training-free articulation generation, enabling coherent scene construction and part-level physical interaction across physics and graphics engines. A large-scale human preference study against five recent commercial models shows that Seed3D 2.0 achieves consistent win rates of 69.0% to 89.9% in textured 3D asset generation. Seed3D 2.0 is available on https://exp.volcengine.com/ark/vision?_vtm_=0.0.c70961.d701978.0&mode=vision&modelId=doubao-seed3d-2-0-260328&tab=Gen3D
SEDec 12, 2021
Rise of Distributed Deep Learning Training in the Big Model Era: From a Software Engineering PerspectiveXuanzhe Liu, Diandian Gu, Zhenpeng Chen et al.
Deep learning (DL) has become a key component of modern software. In the "big model" era, the rich features of DL-based software substantially rely on powerful DL models, e.g., BERT, GPT-3, and the recently emerging GPT-4, which are trained on the powerful cloud with large datasets. Hence, training effective DL models has become a vital stage in the whole software lifecycle. When training deep learning models, especially those big models, developers need to parallelize and distribute the computation and memory resources amongst multiple devices in the training process, which is known as distributed deep learning training, or distributed training for short. However, the unique challenges that developers encounter in distributed training process have not been studied in the software engineering community. Given the increasingly heavy dependence of current DL-based software on distributed training, this paper aims to fill in the knowledge gap and presents the first comprehensive study on developers' issues in distributed training. To this end, we analyze 1,131 real-world developers' issues about using these frameworks reported on Stack Overflow and GitHub. We construct a fine-grained taxonomy consisting of 30 categories regarding the fault symptoms and summarize common fix patterns for different symptoms. Based on the results, we suggest actionable implications on research avenues that can potentially facilitate the distributed training to develop DL-based software, such as focusing on the frequent and common fix patterns when designing testing or debugging tools, developing efficient testing and debugging techniques for communication configuration along with the synthesis of network configuration analysis, designing new multi-device checkpoint-and-replay techniques to help reproduction, and designing serverless APIs for cloud platforms.