Variable Bitrate Neural FieldsTowaki Takikawa, Alex Evans, Jonathan Tremblay et al.
Neural approximations of scalar and vector fields, such as signed distance functions and radiance fields, have emerged as accurate, high-quality representations. State-of-the-art results are obtained by conditioning a neural approximation with a lookup from trainable feature grids that take on part of the learning task and allow for smaller, more efficient neural networks. Unfortunately, these feature grids usually come at the cost of significantly increased memory consumption compared to stand-alone neural network models. We present a dictionary method for compressing such feature grids, reducing their memory consumption by up to 100x and permitting a multiresolution representation which can be useful for out-of-core streaming. We formulate the dictionary optimization as a vector-quantized auto-decoder problem which lets us learn end-to-end discrete neural representations in a space where no direct supervision is available and with dynamic topology and structure. Our source code will be available at https://github.com/nv-tlabs/vqad.
2.6LGJun 14, 2024
Diffusion Synthesizer for Efficient Multilingual Speech to Speech TranslationNameer Hirschkind, Xiao Yu, Mahesh Kumar Nandwana et al.
We introduce DiffuseST, a low-latency, direct speech-to-speech translation system capable of preserving the input speaker's voice zero-shot while translating from multiple source languages into English. We experiment with the synthesizer component of the architecture, comparing a Tacotron-based synthesizer to a novel diffusion-based synthesizer. We find the diffusion-based synthesizer to improve MOS and PESQ audio quality metrics by 23\% each and speaker similarity by 5\% while maintaining comparable BLEU scores. Despite having more than double the parameter count, the diffusion synthesizer has lower latency, allowing the entire model to run more than 5$\times$ faster than real-time.
5.1HCFeb 10, 2022
FirstPersonScience: Quantifying Psychophysics for First Person Shooter TasksJosef Spjut, Ben Boudaoud, Kamran Binaee et al.
In the emerging field of esports research, there is an increasing demand for quantitative results that can be used by players, coaches and analysts to make decisions and present meaningful commentary for spectators. We present FirstPersonScience, a software application intended to fill this need in the esports community by allowing scientists to design carefully controlled experiments and capture accurate results in the First Person Shooter esports genre. An experiment designer can control a variety of parameters including target motion, weapon configuration, 3D scene, frame rate, and latency. Furthermore, we validate this application through careful end-to-end latency analysis and provide a case study showing how it can be used to demonstrate the training effect of one user given repeated task performance.