LGNov 7, 2023
Augmenting Radio Signals with Wavelet Transform for Deep Learning-Based Modulation RecognitionTao Chen, Shilian Zheng, Kunfeng Qiu et al.
The use of deep learning for radio modulation recognition has become prevalent in recent years. This approach automatically extracts high-dimensional features from large datasets, facilitating the accurate classification of modulation schemes. However, in real-world scenarios, it may not be feasible to gather sufficient training data in advance. Data augmentation is a method used to increase the diversity and quantity of training dataset and to reduce data sparsity and imbalance. In this paper, we propose data augmentation methods that involve replacing detail coefficients decomposed by discrete wavelet transform for reconstructing to generate new samples and expand the training set. Different generation methods are used to generate replacement sequences. Simulation results indicate that our proposed methods significantly outperform the other augmentation methods.
CVOct 17, 2024
Movie Gen: A Cast of Media Foundation ModelsAdam Polyak, Amit Zohar, Andrew Brown et al. · meta-ai
We present Movie Gen, a cast of foundation models that generates high-quality, 1080p HD videos with different aspect ratios and synchronized audio. We also show additional capabilities such as precise instruction-based video editing and generation of personalized videos based on a user's image. Our models set a new state-of-the-art on multiple tasks: text-to-video synthesis, video personalization, video editing, video-to-audio generation, and text-to-audio generation. Our largest video generation model is a 30B parameter transformer trained with a maximum context length of 73K video tokens, corresponding to a generated video of 16 seconds at 16 frames-per-second. We show multiple technical innovations and simplifications on the architecture, latent spaces, training objectives and recipes, data curation, evaluation protocols, parallelization techniques, and inference optimizations that allow us to reap the benefits of scaling pre-training data, model size, and training compute for training large scale media generation models. We hope this paper helps the research community to accelerate progress and innovation in media generation models. All videos from this paper are available at https://go.fb.me/MovieGenResearchVideos.
CVDec 6, 2023
AVID: Any-Length Video Inpainting with Diffusion ModelZhixing Zhang, Bichen Wu, Xiaoyan Wang et al.
Recent advances in diffusion models have successfully enabled text-guided image inpainting. While it seems straightforward to extend such editing capability into the video domain, there have been fewer works regarding text-guided video inpainting. Given a video, a masked region at its initial frame, and an editing prompt, it requires a model to do infilling at each frame following the editing guidance while keeping the out-of-mask region intact. There are three main challenges in text-guided video inpainting: ($i$) temporal consistency of the edited video, ($ii$) supporting different inpainting types at different structural fidelity levels, and ($iii$) dealing with variable video length. To address these challenges, we introduce Any-Length Video Inpainting with Diffusion Model, dubbed as AVID. At its core, our model is equipped with effective motion modules and adjustable structure guidance, for fixed-length video inpainting. Building on top of that, we propose a novel Temporal MultiDiffusion sampling pipeline with a middle-frame attention guidance mechanism, facilitating the generation of videos with any desired duration. Our comprehensive experiments show our model can robustly deal with various inpainting types at different video duration ranges, with high quality. More visualization results are made publicly available at https://zhang-zx.github.io/AVID/ .
CVMar 30, 2025
MoCha: Towards Movie-Grade Talking Character SynthesisCong Wei, Bo Sun, Haoyu Ma et al.
Recent advancements in video generation have achieved impressive motion realism, yet they often overlook character-driven storytelling, a crucial task for automated film, animation generation. We introduce Talking Characters, a more realistic task to generate talking character animations directly from speech and text. Unlike talking head, Talking Characters aims at generating the full portrait of one or more characters beyond the facial region. In this paper, we propose MoCha, the first of its kind to generate talking characters. To ensure precise synchronization between video and speech, we propose a speech-video window attention mechanism that effectively aligns speech and video tokens. To address the scarcity of large-scale speech-labeled video datasets, we introduce a joint training strategy that leverages both speech-labeled and text-labeled video data, significantly improving generalization across diverse character actions. We also design structured prompt templates with character tags, enabling, for the first time, multi-character conversation with turn-based dialogue-allowing AI-generated characters to engage in context-aware conversations with cinematic coherence. Extensive qualitative and quantitative evaluations, including human preference studies and benchmark comparisons, demonstrate that MoCha sets a new standard for AI-generated cinematic storytelling, achieving superior realism, expressiveness, controllability and generalization.
CVFeb 8, 2024
Animated Stickers: Bringing Stickers to Life with Video DiffusionDavid Yan, Winnie Zhang, Luxin Zhang et al.
We introduce animated stickers, a video diffusion model which generates an animation conditioned on a text prompt and static sticker image. Our model is built on top of the state-of-the-art Emu text-to-image model, with the addition of temporal layers to model motion. Due to the domain gap, i.e. differences in visual and motion style, a model which performed well on generating natural videos can no longer generate vivid videos when applied to stickers. To bridge this gap, we employ a two-stage finetuning pipeline: first with weakly in-domain data, followed by human-in-the-loop (HITL) strategy which we term ensemble-of-teachers. It distills the best qualities of multiple teachers into a smaller student model. We show that this strategy allows us to specifically target improvements to motion quality while maintaining the style from the static image. With inference optimizations, our model is able to generate an eight-frame video with high-quality, interesting, and relevant motion in under one second.
LGNov 5, 2024
Query-Efficient Adversarial Attack Against Vertical Federated Graph LearningJinyin Chen, Wenbo Mu, Luxin Zhang et al.
Graph neural network (GNN) has captured wide attention due to its capability of graph representation learning for graph-structured data. However, the distributed data silos limit the performance of GNN. Vertical federated learning (VFL), an emerging technique to process distributed data, successfully makes GNN possible to handle the distributed graph-structured data. Despite the prosperous development of vertical federated graph learning (VFGL), the robustness of VFGL against the adversarial attack has not been explored yet. Although numerous adversarial attacks against centralized GNNs are proposed, their attack performance is challenged in the VFGL scenario. To the best of our knowledge, this is the first work to explore the adversarial attack against VFGL. A query-efficient hybrid adversarial attack framework is proposed to significantly improve the centralized adversarial attacks against VFGL, denoted as NA2, short for Neuron-based Adversarial Attack. Specifically, a malicious client manipulates its local training data to improve its contribution in a stealthy fashion. Then a shadow model is established based on the manipulated data to simulate the behavior of the server model in VFGL. As a result, the shadow model can improve the attack success rate of various centralized attacks with a few queries. Extensive experiments on five real-world benchmarks demonstrate that NA2 improves the performance of the centralized adversarial attacks against VFGL, achieving state-of-the-art performance even under potential adaptive defense where the defender knows the attack method. Additionally, we provide interpretable experiments of the effectiveness of NA2 via sensitive neurons identification and visualization of t-SNE.
ROAug 13, 2020
Cloth Region Segmentation for Robust Grasp SelectionJianing Qian, Thomas Weng, Luxin Zhang et al.
Cloth detection and manipulation is a common task in domestic and industrial settings, yet such tasks remain a challenge for robots due to cloth deformability. Furthermore, in many cloth-related tasks like laundry folding and bed making, it is crucial to manipulate specific regions like edges and corners, as opposed to folds. In this work, we focus on the problem of segmenting and grasping these key regions. Our approach trains a network to segment the edges and corners of a cloth from a depth image, distinguishing such regions from wrinkles or folds. We also provide a novel algorithm for estimating the grasp location, direction, and directional uncertainty from the segmentation. We demonstrate our method on a real robot system and show that it outperforms baseline methods on grasping success. Video and other supplementary materials are available at: https://sites.google.com/view/cloth-segmentation.
LGMar 15, 2019
Atari-HEAD: Atari Human Eye-Tracking and Demonstration DatasetRuohan Zhang, Calen Walshe, Zhuode Liu et al.
Large-scale public datasets have been shown to benefit research in multiple areas of modern artificial intelligence. For decision-making research that requires human data, high-quality datasets serve as important benchmarks to facilitate the development of new methods by providing a common reproducible standard. Many human decision-making tasks require visual attention to obtain high levels of performance. Therefore, measuring eye movements can provide a rich source of information about the strategies that humans use to solve decision-making tasks. Here, we provide a large-scale, high-quality dataset of human actions with simultaneously recorded eye movements while humans play Atari video games. The dataset consists of 117 hours of gameplay data from a diverse set of 20 games, with 8 million action demonstrations and 328 million gaze samples. We introduce a novel form of gameplay, in which the human plays in a semi-frame-by-frame manner. This leads to near-optimal game decisions and game scores that are comparable or better than known human records. We demonstrate the usefulness of the dataset through two simple applications: predicting human gaze and imitating human demonstrated actions. The quality of the data leads to promising results in both tasks. Moreover, using a learned human gaze model to inform imitation learning leads to an 115\% increase in game performance. We interpret these results as highlighting the importance of incorporating human visual attention in models of decision making and demonstrating the value of the current dataset to the research community. We hope that the scale and quality of this dataset can provide more opportunities to researchers in the areas of visual attention, imitation learning, and reinforcement learning.
CVJun 1, 2018
AGIL: Learning Attention from Human for Visuomotor TasksRuohan Zhang, Zhuode Liu, Luxin Zhang et al.
When intelligent agents learn visuomotor behaviors from human demonstrations, they may benefit from knowing where the human is allocating visual attention, which can be inferred from their gaze. A wealth of information regarding intelligent decision making is conveyed by human gaze allocation; hence, exploiting such information has the potential to improve the agents' performance. With this motivation, we propose the AGIL (Attention Guided Imitation Learning) framework. We collect high-quality human action and gaze data while playing Atari games in a carefully controlled experimental setting. Using these data, we first train a deep neural network that can predict human gaze positions and visual attention with high accuracy (the gaze network) and then train another network to predict human actions (the policy network). Incorporating the learned attention model from the gaze network into the policy network significantly improves the action prediction accuracy and task performance.