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SubscribeSHIELD: Secure Hypernetworks for Incremental Expansion Learning Defense
Continual learning under adversarial conditions remains an open problem, as existing methods often compromise either robustness, scalability, or both. We propose a novel framework that integrates Interval Bound Propagation (IBP) with a hypernetwork-based architecture to enable certifiably robust continual learning across sequential tasks. Our method, SHIELD, generates task-specific model parameters via a shared hypernetwork conditioned solely on compact task embeddings, eliminating the need for replay buffers or full model copies and enabling efficient over time. To further enhance robustness, we introduce Interval MixUp, a novel training strategy that blends virtual examples represented as ell_{infty} balls centered around MixUp points. Leveraging interval arithmetic, this technique guarantees certified robustness while mitigating the wrapping effect, resulting in smoother decision boundaries. We evaluate SHIELD under strong white-box adversarial attacks, including PGD and AutoAttack, across multiple benchmarks. It consistently outperforms existing robust continual learning methods, achieving state-of-the-art average accuracy while maintaining both scalability and certification. These results represent a significant step toward practical and theoretically grounded continual learning in adversarial settings.
Graph Rationalization with Environment-based Augmentations
Rationale is defined as a subset of input features that best explains or supports the prediction by machine learning models. Rationale identification has improved the generalizability and interpretability of neural networks on vision and language data. In graph applications such as molecule and polymer property prediction, identifying representative subgraph structures named as graph rationales plays an essential role in the performance of graph neural networks. Existing graph pooling and/or distribution intervention methods suffer from lack of examples to learn to identify optimal graph rationales. In this work, we introduce a new augmentation operation called environment replacement that automatically creates virtual data examples to improve rationale identification. We propose an efficient framework that performs rationale-environment separation and representation learning on the real and augmented examples in latent spaces to avoid the high complexity of explicit graph decoding and encoding. Comparing against recent techniques, experiments on seven molecular and four polymer real datasets demonstrate the effectiveness and efficiency of the proposed augmentation-based graph rationalization framework.
Detecting Corpus-Level Knowledge Inconsistencies in Wikipedia with Large Language Models
Wikipedia is the largest open knowledge corpus, widely used worldwide and serving as a key resource for training large language models (LLMs) and retrieval-augmented generation (RAG) systems. Ensuring its accuracy is therefore critical. But how accurate is Wikipedia, and how can we improve it? We focus on inconsistencies, a specific type of factual inaccuracy, and introduce the task of corpus-level inconsistency detection. We present CLAIRE, an agentic system that combines LLM reasoning with retrieval to surface potentially inconsistent claims along with contextual evidence for human review. In a user study with experienced Wikipedia editors, 87.5% reported higher confidence when using CLAIRE, and participants identified 64.7% more inconsistencies in the same amount of time. Combining CLAIRE with human annotation, we contribute WIKICOLLIDE, the first benchmark of real Wikipedia inconsistencies. Using random sampling with CLAIRE-assisted analysis, we find that at least 3.3% of English Wikipedia facts contradict another fact, with inconsistencies propagating into 7.3% of FEVEROUS and 4.0% of AmbigQA examples. Benchmarking strong baselines on this dataset reveals substantial headroom: the best fully automated system achieves an AUROC of only 75.1%. Our results show that contradictions are a measurable component of Wikipedia and that LLM-based systems like CLAIRE can provide a practical tool to help editors improve knowledge consistency at scale.
Virtual Prompt Injection for Instruction-Tuned Large Language Models
We present Virtual Prompt Injection (VPI) for instruction-tuned Large Language Models (LLMs). VPI allows an attacker-specified virtual prompt to steer the model behavior under specific trigger scenario without any explicit injection in model input. For instance, if an LLM is compromised with the virtual prompt "Describe Joe Biden negatively." for Joe Biden-related instructions, then any service deploying this model will propagate biased views when handling user queries related to Joe Biden. VPI is especially harmful for two primary reasons. Firstly, the attacker can take fine-grained control over LLM behaviors by defining various virtual prompts, exploiting LLMs' proficiency in following instructions. Secondly, this control is achieved without any interaction from the attacker while the model is in service, leading to persistent attack. To demonstrate the threat, we propose a simple method for performing VPI by poisoning the model's instruction tuning data. We find that our proposed method is highly effective in steering the LLM with VPI. For example, by injecting only 52 poisoned examples (0.1% of the training data size) into the instruction tuning data, the percentage of negative responses given by the trained model on Joe Biden-related queries change from 0% to 40%. We thus highlight the necessity of ensuring the integrity of the instruction-tuning data as little poisoned data can cause stealthy and persistent harm to the deployed model. We further explore the possible defenses and identify data filtering as an effective way to defend against the poisoning attacks. Our project page is available at https://poison-llm.github.io.
The Virtual Quantum Optics Laboratory
We present a web-based software tool, the Virtual Quantum Optics Laboratory (VQOL), that may be used for designing and executing realistic simulations of quantum optics experiments. A graphical user interface allows one to rapidly build and configure a variety of different optical experiments, while the runtime environment provides unique capabilities for visualization and analysis. All standard linear optical components are available as well as sources of thermal, coherent, and entangled Gaussian states. A unique aspect of VQOL is the introduction of non-Gaussian measurements using detectors modeled as deterministic devices that "click" when the amplitude of the light falls above a given threshold. We describe the underlying theoretical models and provide several illustrative examples. We find that VQOL provides a a faithful representation of many experimental quantum optics phenomena and may serve as both a useful instructional tool for students as well as a valuable research tool for practitioners.
ViM: Out-Of-Distribution with Virtual-logit Matching
Most of the existing Out-Of-Distribution (OOD) detection algorithms depend on single input source: the feature, the logit, or the softmax probability. However, the immense diversity of the OOD examples makes such methods fragile. There are OOD samples that are easy to identify in the feature space while hard to distinguish in the logit space and vice versa. Motivated by this observation, we propose a novel OOD scoring method named Virtual-logit Matching (ViM), which combines the class-agnostic score from feature space and the In-Distribution (ID) class-dependent logits. Specifically, an additional logit representing the virtual OOD class is generated from the residual of the feature against the principal space, and then matched with the original logits by a constant scaling. The probability of this virtual logit after softmax is the indicator of OOD-ness. To facilitate the evaluation of large-scale OOD detection in academia, we create a new OOD dataset for ImageNet-1K, which is human-annotated and is 8.8x the size of existing datasets. We conducted extensive experiments, including CNNs and vision transformers, to demonstrate the effectiveness of the proposed ViM score. In particular, using the BiT-S model, our method gets an average AUROC 90.91% on four difficult OOD benchmarks, which is 4% ahead of the best baseline. Code and dataset are available at https://github.com/haoqiwang/vim.
DreamCreature: Crafting Photorealistic Virtual Creatures from Imagination
Recent text-to-image (T2I) generative models allow for high-quality synthesis following either text instructions or visual examples. Despite their capabilities, these models face limitations in creating new, detailed creatures within specific categories (e.g., virtual dog or bird species), which are valuable in digital asset creation and biodiversity analysis. To bridge this gap, we introduce a novel task, Virtual Creatures Generation: Given a set of unlabeled images of the target concepts (e.g., 200 bird species), we aim to train a T2I model capable of creating new, hybrid concepts within diverse backgrounds and contexts. We propose a new method called DreamCreature, which identifies and extracts the underlying sub-concepts (e.g., body parts of a specific species) in an unsupervised manner. The T2I thus adapts to generate novel concepts (e.g., new bird species) with faithful structures and photorealistic appearance by seamlessly and flexibly composing learned sub-concepts. To enhance sub-concept fidelity and disentanglement, we extend the textual inversion technique by incorporating an additional projector and tailored attention loss regularization. Extensive experiments on two fine-grained image benchmarks demonstrate the superiority of DreamCreature over prior methods in both qualitative and quantitative evaluation. Ultimately, the learned sub-concepts facilitate diverse creative applications, including innovative consumer product designs and nuanced property modifications.
Towards the generation of synchronized and believable non-verbal facial behaviors of a talking virtual agent
This paper introduces a new model to generate rhythmically relevant non-verbal facial behaviors for virtual agents while they speak. The model demonstrates perceived performance comparable to behaviors directly extracted from the data and replayed on a virtual agent, in terms of synchronization with speech and believability. Interestingly, we found that training the model with two different sets of data, instead of one, did not necessarily improve its performance. The expressiveness of the people in the dataset and the shooting conditions are key elements. We also show that employing an adversarial model, in which fabricated fake examples are introduced during the training phase, increases the perception of synchronization with speech. A collection of videos demonstrating the results and code can be accessed at: https://github.com/aldelb/non_verbal_facial_animation.
CONSCENDI: A Contrastive and Scenario-Guided Distillation Approach to Guardrail Models for Virtual Assistants
A wave of new task-based virtual assistants has been fueled by increasingly powerful large language models, such as GPT-4. These conversational agents can be customized to serve customer-specific use cases, but ensuring that agent-generated text conforms to designer-specified rules included in prompt instructions alone is challenging. Therefore, chatbot designers often use another model, called a guardrail model, to verify that the agent output aligns with their rules and constraints. We explore using a distillation approach to guardrail models to monitor the output of the first model using training data from GPT-4. We find two crucial steps to our CONSCENDI process: scenario-augmented generation and contrastive training examples. When generating conversational data, we generate a set of rule-breaking scenarios, which enumerate a diverse set of high-level ways a rule can be violated. This scenario-guided approach produces a diverse training set of rule-violating conversations, and it provides chatbot designers greater control over the classification process. We also prompt GPT-4 to also generate contrastive examples by altering conversations with violations into acceptable conversations. This set of borderline, contrastive examples enables the distilled model to learn finer-grained distinctions between what is acceptable and what is not. We find that CONSCENDI results in guardrail models that improve over baselines.
An introduction to Docker for reproducible research, with examples from the R environment
As computational work becomes more and more integral to many aspects of scientific research, computational reproducibility has become an issue of increasing importance to computer systems researchers and domain scientists alike. Though computational reproducibility seems more straight forward than replicating physical experiments, the complex and rapidly changing nature of computer environments makes being able to reproduce and extend such work a serious challenge. In this paper, I explore common reasons that code developed for one research project cannot be successfully executed or extended by subsequent researchers. I review current approaches to these issues, including virtual machines and workflow systems, and their limitations. I then examine how the popular emerging technology Docker combines several areas from systems research - such as operating system virtualization, cross-platform portability, modular re-usable elements, versioning, and a `DevOps' philosophy, to address these challenges. I illustrate this with several examples of Docker use with a focus on the R statistical environment.
ReALFRED: An Embodied Instruction Following Benchmark in Photo-Realistic Environments
Simulated virtual environments have been widely used to learn robotic agents that perform daily household tasks. These environments encourage research progress by far, but often provide limited object interactability, visual appearance different from real-world environments, or relatively smaller environment sizes. This prevents the learned models in the virtual scenes from being readily deployable. To bridge the gap between these learning environments and deploying (i.e., real) environments, we propose the ReALFRED benchmark that employs real-world scenes, objects, and room layouts to learn agents to complete household tasks by understanding free-form language instructions and interacting with objects in large, multi-room and 3D-captured scenes. Specifically, we extend the ALFRED benchmark with updates for larger environmental spaces with smaller visual domain gaps. With ReALFRED, we analyze previously crafted methods for the ALFRED benchmark and observe that they consistently yield lower performance in all metrics, encouraging the community to develop methods in more realistic environments. Our code and data are publicly available.
VTON 360: High-Fidelity Virtual Try-On from Any Viewing Direction
Virtual Try-On (VTON) is a transformative technology in e-commerce and fashion design, enabling realistic digital visualization of clothing on individuals. In this work, we propose VTON 360, a novel 3D VTON method that addresses the open challenge of achieving high-fidelity VTON that supports any-view rendering. Specifically, we leverage the equivalence between a 3D model and its rendered multi-view 2D images, and reformulate 3D VTON as an extension of 2D VTON that ensures 3D consistent results across multiple views. To achieve this, we extend 2D VTON models to include multi-view garments and clothing-agnostic human body images as input, and propose several novel techniques to enhance them, including: i) a pseudo-3D pose representation using normal maps derived from the SMPL-X 3D human model, ii) a multi-view spatial attention mechanism that models the correlations between features from different viewing angles, and iii) a multi-view CLIP embedding that enhances the garment CLIP features used in 2D VTON with camera information. Extensive experiments on large-scale real datasets and clothing images from e-commerce platforms demonstrate the effectiveness of our approach. Project page: https://scnuhealthy.github.io/VTON360.
VTON-IT: Virtual Try-On using Image Translation
Virtual Try-On (trying clothes virtually) is a promising application of the Generative Adversarial Network (GAN). However, it is an arduous task to transfer the desired clothing item onto the corresponding regions of a human body because of varying body size, pose, and occlusions like hair and overlapped clothes. In this paper, we try to produce photo-realistic translated images through semantic segmentation and a generative adversarial architecture-based image translation network. We present a novel image-based Virtual Try-On application VTON-IT that takes an RGB image, segments desired body part, and overlays target cloth over the segmented body region. Most state-of-the-art GAN-based Virtual Try-On applications produce unaligned pixelated synthesis images on real-life test images. However, our approach generates high-resolution natural images with detailed textures on such variant images.
Situated and Interactive Multimodal Conversations
Next generation virtual assistants are envisioned to handle multimodal inputs (e.g., vision, memories of previous interactions, in addition to the user's utterances), and perform multimodal actions (e.g., displaying a route in addition to generating the system's utterance). We introduce Situated Interactive MultiModal Conversations (SIMMC) as a new direction aimed at training agents that take multimodal actions grounded in a co-evolving multimodal input context in addition to the dialog history. We provide two SIMMC datasets totalling ~13K human-human dialogs (~169K utterances) using a multimodal Wizard-of-Oz (WoZ) setup, on two shopping domains: (a) furniture (grounded in a shared virtual environment) and, (b) fashion (grounded in an evolving set of images). We also provide logs of the items appearing in each scene, and contextual NLU and coreference annotations, using a novel and unified framework of SIMMC conversational acts for both user and assistant utterances. Finally, we present several tasks within SIMMC as objective evaluation protocols, such as Structural API Prediction and Response Generation. We benchmark a collection of existing models on these SIMMC tasks as strong baselines, and demonstrate rich multimodal conversational interactions. Our data, annotations, code, and models are publicly available.
DreamVVT: Mastering Realistic Video Virtual Try-On in the Wild via a Stage-Wise Diffusion Transformer Framework
Video virtual try-on (VVT) technology has garnered considerable academic interest owing to its promising applications in e-commerce advertising and entertainment. However, most existing end-to-end methods rely heavily on scarce paired garment-centric datasets and fail to effectively leverage priors of advanced visual models and test-time inputs, making it challenging to accurately preserve fine-grained garment details and maintain temporal consistency in unconstrained scenarios. To address these challenges, we propose DreamVVT, a carefully designed two-stage framework built upon Diffusion Transformers (DiTs), which is inherently capable of leveraging diverse unpaired human-centric data to enhance adaptability in real-world scenarios. To further leverage prior knowledge from pretrained models and test-time inputs, in the first stage, we sample representative frames from the input video and utilize a multi-frame try-on model integrated with a vision-language model (VLM), to synthesize high-fidelity and semantically consistent keyframe try-on images. These images serve as complementary appearance guidance for subsequent video generation. In the second stage, skeleton maps together with fine-grained motion and appearance descriptions are extracted from the input content, and these along with the keyframe try-on images are then fed into a pretrained video generation model enhanced with LoRA adapters. This ensures long-term temporal coherence for unseen regions and enables highly plausible dynamic motions. Extensive quantitative and qualitative experiments demonstrate that DreamVVT surpasses existing methods in preserving detailed garment content and temporal stability in real-world scenarios. Our project page https://virtu-lab.github.io/
Virtual KITTI 2
This paper introduces an updated version of the well-known Virtual KITTI dataset which consists of 5 sequence clones from the KITTI tracking benchmark. In addition, the dataset provides different variants of these sequences such as modified weather conditions (e.g. fog, rain) or modified camera configurations (e.g. rotated by 15 degrees). For each sequence, we provide multiple sets of images containing RGB, depth, class segmentation, instance segmentation, flow, and scene flow data. Camera parameters and poses as well as vehicle locations are available as well. In order to showcase some of the dataset's capabilities, we ran multiple relevant experiments using state-of-the-art algorithms from the field of autonomous driving. The dataset is available for download at https://europe.naverlabs.com/Research/Computer-Vision/Proxy-Virtual-Worlds.
Immersed in my Ideas: Using Virtual Reality and Multimodal Interactions to Visualize Users' Ideas and Thoughts
This paper introduces VIVRA (Voice Interactive Virtual Reality Annotation), a VR application combining multimodal interaction with large language models (LLMs) to transform users' ideas into interactive 3D visualizations. VIVRA converts verbalized thoughts into "idea balloons" that summarize and expand on detected topics by an LLM. VIVRA allows users to verbalize their thoughts in real time or record their ideas to display the topics later. We evaluated the effectiveness of VIVRA in an exploratory study with 29 participants and a user study with 10 participants. Our results show that VIVRA enhanced users' ability to reflect on and develop ideas, achieving high levels of satisfaction, usability, and engagement. Participants valued VIVRA as a reflective tool for exploring personal thoughts and ideas. We discuss the potential advantages and uses of this application, highlighting the potential of combining immersive technologies with LLMs to create powerful ideation and reflection tools.
WildVidFit: Video Virtual Try-On in the Wild via Image-Based Controlled Diffusion Models
Video virtual try-on aims to generate realistic sequences that maintain garment identity and adapt to a person's pose and body shape in source videos. Traditional image-based methods, relying on warping and blending, struggle with complex human movements and occlusions, limiting their effectiveness in video try-on applications. Moreover, video-based models require extensive, high-quality data and substantial computational resources. To tackle these issues, we reconceptualize video try-on as a process of generating videos conditioned on garment descriptions and human motion. Our solution, WildVidFit, employs image-based controlled diffusion models for a streamlined, one-stage approach. This model, conditioned on specific garments and individuals, is trained on still images rather than videos. It leverages diffusion guidance from pre-trained models including a video masked autoencoder for segment smoothness improvement and a self-supervised model for feature alignment of adjacent frame in the latent space. This integration markedly boosts the model's ability to maintain temporal coherence, enabling more effective video try-on within an image-based framework. Our experiments on the VITON-HD and DressCode datasets, along with tests on the VVT and TikTok datasets, demonstrate WildVidFit's capability to generate fluid and coherent videos. The project page website is at wildvidfit-project.github.io.
LaDI-VTON: Latent Diffusion Textual-Inversion Enhanced Virtual Try-On
The rapidly evolving fields of e-commerce and metaverse continue to seek innovative approaches to enhance the consumer experience. At the same time, recent advancements in the development of diffusion models have enabled generative networks to create remarkably realistic images. In this context, image-based virtual try-on, which consists in generating a novel image of a target model wearing a given in-shop garment, has yet to capitalize on the potential of these powerful generative solutions. This work introduces LaDI-VTON, the first Latent Diffusion textual Inversion-enhanced model for the Virtual Try-ON task. The proposed architecture relies on a latent diffusion model extended with a novel additional autoencoder module that exploits learnable skip connections to enhance the generation process preserving the model's characteristics. To effectively maintain the texture and details of the in-shop garment, we propose a textual inversion component that can map the visual features of the garment to the CLIP token embedding space and thus generate a set of pseudo-word token embeddings capable of conditioning the generation process. Experimental results on Dress Code and VITON-HD datasets demonstrate that our approach outperforms the competitors by a consistent margin, achieving a significant milestone for the task. Source code and trained models are publicly available at: https://github.com/miccunifi/ladi-vton.
NOVA: A Practical Method for Creating Notebook-Ready Visual Analytics
How can we develop visual analytics (VA) tools that can be easily adopted? Visualization researchers have developed a large number of web-based VA tools to help data scientists in a wide range of tasks. However, adopting these standalone systems can be challenging, as they require data scientists to create new workflows to streamline the VA processes. Recent surveys suggest computational notebooks have been dominating data scientists' analytical workflows, as these notebooks seamlessly combine text, code, and visualization, allowing users to rapidly iterate code experiments. To help visualization researchers develop VA tools that can be easily integrated into existing data science workflows, we present NOVA, a simple and flexible method to adapt web-based VA systems for notebooks. We provide detailed examples of using this method with diverse web development technologies and different types of computational notebooks. Deployed application examples highlight that NOVA is easy to adopt, and data scientists appreciate in-notebook VA. NOVA is available at https://github.com/poloclub/nova.
Virtually Being: Customizing Camera-Controllable Video Diffusion Models with Multi-View Performance Captures
We introduce a framework that enables both multi-view character consistency and 3D camera control in video diffusion models through a novel customization data pipeline. We train the character consistency component with recorded volumetric capture performances re-rendered with diverse camera trajectories via 4D Gaussian Splatting (4DGS), lighting variability obtained with a video relighting model. We fine-tune state-of-the-art open-source video diffusion models on this data to provide strong multi-view identity preservation, precise camera control, and lighting adaptability. Our framework also supports core capabilities for virtual production, including multi-subject generation using two approaches: joint training and noise blending, the latter enabling efficient composition of independently customized models at inference time; it also achieves scene and real-life video customization as well as control over motion and spatial layout during customization. Extensive experiments show improved video quality, higher personalization accuracy, and enhanced camera control and lighting adaptability, advancing the integration of video generation into virtual production. Our project page is available at: https://eyeline-labs.github.io/Virtually-Being.
Fashion-VDM: Video Diffusion Model for Virtual Try-On
We present Fashion-VDM, a video diffusion model (VDM) for generating virtual try-on videos. Given an input garment image and person video, our method aims to generate a high-quality try-on video of the person wearing the given garment, while preserving the person's identity and motion. Image-based virtual try-on has shown impressive results; however, existing video virtual try-on (VVT) methods are still lacking garment details and temporal consistency. To address these issues, we propose a diffusion-based architecture for video virtual try-on, split classifier-free guidance for increased control over the conditioning inputs, and a progressive temporal training strategy for single-pass 64-frame, 512px video generation. We also demonstrate the effectiveness of joint image-video training for video try-on, especially when video data is limited. Our qualitative and quantitative experiments show that our approach sets the new state-of-the-art for video virtual try-on. For additional results, visit our project page: https://johannakarras.github.io/Fashion-VDM.
SAPIEN: Affective Virtual Agents Powered by Large Language Models
In this demo paper, we introduce SAPIEN, a platform for high-fidelity virtual agents driven by large language models that can hold open domain conversations with users in 13 different languages, and display emotions through facial expressions and voice. The platform allows users to customize their virtual agent's personality, background, and conversation premise, thus providing a rich, immersive interaction experience. Furthermore, after the virtual meeting, the user can choose to get the conversation analyzed and receive actionable feedback on their communication skills. This paper illustrates an overview of the platform and discusses the various application domains of this technology, ranging from entertainment to mental health, communication training, language learning, education, healthcare, and beyond. Additionally, we consider the ethical implications of such realistic virtual agent representations and the potential challenges in ensuring responsible use.
ShineOn: Illuminating Design Choices for Practical Video-based Virtual Clothing Try-on
Virtual try-on has garnered interest as a neural rendering benchmark task to evaluate complex object transfer and scene composition. Recent works in virtual clothing try-on feature a plethora of possible architectural and data representation choices. However, they present little clarity on quantifying the isolated visual effect of each choice, nor do they specify the hyperparameter details that are key to experimental reproduction. Our work, ShineOn, approaches the try-on task from a bottom-up approach and aims to shine light on the visual and quantitative effects of each experiment. We build a series of scientific experiments to isolate effective design choices in video synthesis for virtual clothing try-on. Specifically, we investigate the effect of different pose annotations, self-attention layer placement, and activation functions on the quantitative and qualitative performance of video virtual try-on. We find that DensePose annotations not only enhance face details but also decrease memory usage and training time. Next, we find that attention layers improve face and neck quality. Finally, we show that GELU and ReLU activation functions are the most effective in our experiments despite the appeal of newer activations such as Swish and Sine. We will release a well-organized code base, hyperparameters, and model checkpoints to support the reproducibility of our results. We expect our extensive experiments and code to greatly inform future design choices in video virtual try-on. Our code may be accessed at https://github.com/andrewjong/ShineOn-Virtual-Tryon.
ViViD: Video Virtual Try-on using Diffusion Models
Video virtual try-on aims to transfer a clothing item onto the video of a target person. Directly applying the technique of image-based try-on to the video domain in a frame-wise manner will cause temporal-inconsistent outcomes while previous video-based try-on solutions can only generate low visual quality and blurring results. In this work, we present ViViD, a novel framework employing powerful diffusion models to tackle the task of video virtual try-on. Specifically, we design the Garment Encoder to extract fine-grained clothing semantic features, guiding the model to capture garment details and inject them into the target video through the proposed attention feature fusion mechanism. To ensure spatial-temporal consistency, we introduce a lightweight Pose Encoder to encode pose signals, enabling the model to learn the interactions between clothing and human posture and insert hierarchical Temporal Modules into the text-to-image stable diffusion model for more coherent and lifelike video synthesis. Furthermore, we collect a new dataset, which is the largest, with the most diverse types of garments and the highest resolution for the task of video virtual try-on to date. Extensive experiments demonstrate that our approach is able to yield satisfactory video try-on results. The dataset, codes, and weights will be publicly available. Project page: https://becauseimbatman0.github.io/ViViD.
ACDG-VTON: Accurate and Contained Diffusion Generation for Virtual Try-On
Virtual Try-on (VTON) involves generating images of a person wearing selected garments. Diffusion-based methods, in particular, can create high-quality images, but they struggle to maintain the identities of the input garments. We identified this problem stems from the specifics in the training formulation for diffusion. To address this, we propose a unique training scheme that limits the scope in which diffusion is trained. We use a control image that perfectly aligns with the target image during training. In turn, this accurately preserves garment details during inference. We demonstrate our method not only effectively conserves garment details but also allows for layering, styling, and shoe try-on. Our method runs multi-garment try-on in a single inference cycle and can support high-quality zoomed-in generations without training in higher resolutions. Finally, we show our method surpasses prior methods in accuracy and quality.
VR-GPT: Visual Language Model for Intelligent Virtual Reality Applications
The advent of immersive Virtual Reality applications has transformed various domains, yet their integration with advanced artificial intelligence technologies like Visual Language Models remains underexplored. This study introduces a pioneering approach utilizing VLMs within VR environments to enhance user interaction and task efficiency. Leveraging the Unity engine and a custom-developed VLM, our system facilitates real-time, intuitive user interactions through natural language processing, without relying on visual text instructions. The incorporation of speech-to-text and text-to-speech technologies allows for seamless communication between the user and the VLM, enabling the system to guide users through complex tasks effectively. Preliminary experimental results indicate that utilizing VLMs not only reduces task completion times but also improves user comfort and task engagement compared to traditional VR interaction methods.
Designing VR Simulation System for Clinical Communication Training with LLMs-Based Embodied Conversational Agents
VR simulation in Health Professions (HP) education demonstrates huge potential, but fixed learning content with little customization limits its application beyond lab environments. To address these limitations in the context of VR for patient communication training, we conducted a user-centered study involving semi-structured interviews with advanced HP students to understand their challenges in clinical communication training and perceptions of VR-based solutions. From this, we derived design insights emphasizing the importance of realistic scenarios, simple interactions, and unpredictable dialogues. Building on these insights, we developed the Virtual AI Patient Simulator (VAPS), a novel VR system powered by Large Language Models (LLMs) and Embodied Conversational Agents (ECAs), supporting dynamic and customizable patient interactions for immersive learning. We also provided an example of how clinical professors could use user-friendly design forms to create personalized scenarios that align with course objectives in VAPS and discuss future implications of integrating AI-driven technologies into VR education.
Socratic Models: Composing Zero-Shot Multimodal Reasoning with Language
Large pretrained (e.g., "foundation") models exhibit distinct capabilities depending on the domain of data they are trained on. While these domains are generic, they may only barely overlap. For example, visual-language models (VLMs) are trained on Internet-scale image captions, but large language models (LMs) are further trained on Internet-scale text with no images (e.g., spreadsheets, SAT questions, code). As a result, these models store different forms of commonsense knowledge across different domains. In this work, we show that this diversity is symbiotic, and can be leveraged through Socratic Models (SMs): a modular framework in which multiple pretrained models may be composed zero-shot i.e., via multimodal-informed prompting, to exchange information with each other and capture new multimodal capabilities, without requiring finetuning. With minimal engineering, SMs are not only competitive with state-of-the-art zero-shot image captioning and video-to-text retrieval, but also enable new applications such as (i) answering free-form questions about egocentric video, (ii) engaging in multimodal assistive dialogue with people (e.g., for cooking recipes) by interfacing with external APIs and databases (e.g., web search), and (iii) robot perception and planning.
Dress Code: High-Resolution Multi-Category Virtual Try-On
Image-based virtual try-on strives to transfer the appearance of a clothing item onto the image of a target person. Prior work focuses mainly on upper-body clothes (e.g. t-shirts, shirts, and tops) and neglects full-body or lower-body items. This shortcoming arises from a main factor: current publicly available datasets for image-based virtual try-on do not account for this variety, thus limiting progress in the field. To address this deficiency, we introduce Dress Code, which contains images of multi-category clothes. Dress Code is more than 3x larger than publicly available datasets for image-based virtual try-on and features high-resolution paired images (1024x768) with front-view, full-body reference models. To generate HD try-on images with high visual quality and rich in details, we propose to learn fine-grained discriminating features. Specifically, we leverage a semantic-aware discriminator that makes predictions at pixel-level instead of image- or patch-level. Extensive experimental evaluation demonstrates that the proposed approach surpasses the baselines and state-of-the-art competitors in terms of visual quality and quantitative results. The Dress Code dataset is publicly available at https://github.com/aimagelab/dress-code.
Mobile Fitting Room: On-device Virtual Try-on via Diffusion Models
The growing digital landscape of fashion e-commerce calls for interactive and user-friendly interfaces for virtually trying on clothes. Traditional try-on methods grapple with challenges in adapting to diverse backgrounds, poses, and subjects. While newer methods, utilizing the recent advances of diffusion models, have achieved higher-quality image generation, the human-centered dimensions of mobile interface delivery and privacy concerns remain largely unexplored. We present Mobile Fitting Room, the first on-device diffusion-based virtual try-on system. To address multiple inter-related technical challenges such as high-quality garment placement and model compression for mobile devices, we present a novel technical pipeline and an interface design that enables privacy preservation and user customization. A usage scenario highlights how our tool can provide a seamless, interactive virtual try-on experience for customers and provide a valuable service for fashion e-commerce businesses.
SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending
There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today's models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user's physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users' physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.
PromptDresser: Improving the Quality and Controllability of Virtual Try-On via Generative Textual Prompt and Prompt-aware Mask
Recent virtual try-on approaches have advanced by fine-tuning the pre-trained text-to-image diffusion models to leverage their powerful generative ability. However, the use of text prompts in virtual try-on is still underexplored. This paper tackles a text-editable virtual try-on task that changes the clothing item based on the provided clothing image while editing the wearing style (e.g., tucking style, fit) according to the text descriptions. In the text-editable virtual try-on, three key aspects exist: (i) designing rich text descriptions for paired person-clothing data to train the model, (ii) addressing the conflicts where textual information of the existing person's clothing interferes the generation of the new clothing, and (iii) adaptively adjust the inpainting mask aligned with the text descriptions, ensuring proper editing areas while preserving the original person's appearance irrelevant to the new clothing. To address these aspects, we propose PromptDresser, a text-editable virtual try-on model that leverages large multimodal model (LMM) assistance to enable high-quality and versatile manipulation based on generative text prompts. Our approach utilizes LMMs via in-context learning to generate detailed text descriptions for person and clothing images independently, including pose details and editing attributes using minimal human cost. Moreover, to ensure the editing areas, we adjust the inpainting mask depending on the text prompts adaptively. We found that our approach, utilizing detailed text prompts, not only enhances text editability but also effectively conveys clothing details that are difficult to capture through images alone, thereby enhancing image quality. Our code is available at https://github.com/rlawjdghek/PromptDresser.
From Model-Based to Data-Driven Simulation: Challenges and Trends in Autonomous Driving
Simulation is an integral part in the process of developing autonomous vehicles and advantageous for training, validation, and verification of driving functions. Even though simulations come with a series of benefits compared to real-world experiments, various challenges still prevent virtual testing from entirely replacing physical test-drives. Our work provides an overview of these challenges with regard to different aspects and types of simulation and subsumes current trends to overcome them. We cover aspects around perception-, behavior- and content-realism as well as general hurdles in the domain of simulation. Among others, we observe a trend of data-driven, generative approaches and high-fidelity data synthesis to increasingly replace model-based simulation.
Virtual and Augmented Realities as Symbolic Assemblies
Against all attempts that consider virtuality as a substance (a parallel or alternative reality) or as a modality (like potentiality or possibility), we want to defend the pragmatic point of view that it is rather a dynamic cognitive and sensitive interaction with reality. More precisely, we show that the ``virtus'' is an operating capacity that produces simulations of real and fictional contexts to experiment with their effects. Based on Peirce's semiotics, we define virtual reality (VR) and augmented reality (AR) as mixed realities made of ``symbolic assemblies'', that is to say, structures of signs assembled by processes of computation and meaning (semiosis). We show that VR can be defined as a synesthetic experiment that does not reshape reality itself, but rather the senses and understanding we already have about it. In conclusion, we criticize David Chalmer's extended mind theory by distinguishing between knowledge and information, and we try to redefine AR as a hermeneutic device that extends not the mind itself, but the activity of thought by adding symbols to read in the world.
Fast Registration of Photorealistic Avatars for VR Facial Animation
Virtual Reality (VR) bares promise of social interactions that can feel more immersive than other media. Key to this is the ability to accurately animate a photorealistic avatar of one's likeness while wearing a VR headset. Although high quality registration of person-specific avatars to headset-mounted camera (HMC) images is possible in an offline setting, the performance of generic realtime models are significantly degraded. Online registration is also challenging due to oblique camera views and differences in modality. In this work, we first show that the domain gap between the avatar and headset-camera images is one of the primary sources of difficulty, where a transformer-based architecture achieves high accuracy on domain-consistent data, but degrades when the domain-gap is re-introduced. Building on this finding, we develop a system design that decouples the problem into two parts: 1) an iterative refinement module that takes in-domain inputs, and 2) a generic avatar-guided image-to-image style transfer module that is conditioned on current estimation of expression and head pose. These two modules reinforce each other, as image style transfer becomes easier when close-to-ground-truth examples are shown, and better domain-gap removal helps registration. Our system produces high-quality results efficiently, obviating the need for costly offline registration to generate personalized labels. We validate the accuracy and efficiency of our approach through extensive experiments on a commodity headset, demonstrating significant improvements over direct regression methods as well as offline registration.
HEMM: Holistic Evaluation of Multimodal Foundation Models
Multimodal foundation models that can holistically process text alongside images, video, audio, and other sensory modalities are increasingly used in a variety of real-world applications. However, it is challenging to characterize and study progress in multimodal foundation models, given the range of possible modeling decisions, tasks, and domains. In this paper, we introduce Holistic Evaluation of Multimodal Models (HEMM) to systematically evaluate the capabilities of multimodal foundation models across a set of 3 dimensions: basic skills, information flow, and real-world use cases. Basic multimodal skills are internal abilities required to solve problems, such as learning interactions across modalities, fine-grained alignment, multi-step reasoning, and the ability to handle external knowledge. Information flow studies how multimodal content changes during a task through querying, translation, editing, and fusion. Use cases span domain-specific challenges introduced in real-world multimedia, affective computing, natural sciences, healthcare, and human-computer interaction applications. Through comprehensive experiments across the 30 tasks in HEMM, we (1) identify key dataset dimensions (e.g., basic skills, information flows, and use cases) that pose challenges to today's models, and (2) distill performance trends regarding how different modeling dimensions (e.g., scale, pre-training data, multimodal alignment, pre-training, and instruction tuning objectives) influence performance. Our conclusions regarding challenging multimodal interactions, use cases, and tasks requiring reasoning and external knowledge, the benefits of data and model scale, and the impacts of instruction tuning yield actionable insights for future work in multimodal foundation models.
Artifact: Measuring and Mitigating Gaps in Structural Testing
The artifact used for evaluating the experimental results of Measuring and Mitigating Gaps in Structural Testing is publicly available on GitHub, Software Heritage and figshare, and is reusable. The artifact consists of necessary data, tools, scripts, and detailed documentation for running the experiments and reproducing the results shown in the paper. We have also provided a VirtualBox VM image allowing users to quickly setup and reproduce the results. Users are expected to be familiar using the VirtualBox software and Linux platform for evaluating or reusing the artifact.
What do we learn from a large-scale study of pre-trained visual representations in sim and real environments?
We present a large empirical investigation on the use of pre-trained visual representations (PVRs) for training downstream policies that execute real-world tasks. Our study spans five different PVRs, two different policy-learning paradigms (imitation and reinforcement learning), and three different robots for 5 distinct manipulation and indoor navigation tasks. From this effort, we can arrive at three insights: 1) the performance trends of PVRs in the simulation are generally indicative of their trends in the real world, 2) the use of PVRs enables a first-of-its-kind result with indoor ImageNav (zero-shot transfer to a held-out scene in the real world), and 3) the benefits from variations in PVRs, primarily data-augmentation and fine-tuning, also transfer to the real-world performance. See project website for additional details and visuals.
V-IRL: Grounding Virtual Intelligence in Real Life
There is a sensory gulf between the Earth that humans inhabit and the digital realms in which modern AI agents are created. To develop AI agents that can sense, think, and act as flexibly as humans in real-world settings, it is imperative to bridge the realism gap between the digital and physical worlds. How can we embody agents in an environment as rich and diverse as the one we inhabit, without the constraints imposed by real hardware and control? Towards this end, we introduce V-IRL: a platform that enables agents to scalably interact with the real world in a virtual yet realistic environment. Our platform serves as a playground for developing agents that can accomplish various practical tasks and as a vast testbed for measuring progress in capabilities spanning perception, decision-making, and interaction with real-world data across the entire globe.
3DPFIX: Improving Remote Novices' 3D Printing Troubleshooting through Human-AI Collaboration
The widespread consumer-grade 3D printers and learning resources online enable novices to self-train in remote settings. While troubleshooting plays an essential part of 3D printing, the process remains challenging for many remote novices even with the help of well-developed online sources, such as online troubleshooting archives and online community help. We conducted a formative study with 76 active 3D printing users to learn how remote novices leverage online resources in troubleshooting and their challenges. We found that remote novices cannot fully utilize online resources. For example, the online archives statically provide general information, making it hard to search and relate their unique cases with existing descriptions. Online communities can potentially ease their struggles by providing more targeted suggestions, but a helper who can provide custom help is rather scarce, making it hard to obtain timely assistance. We propose 3DPFIX, an interactive 3D troubleshooting system powered by the pipeline to facilitate Human-AI Collaboration, designed to improve novices' 3D printing experiences and thus help them easily accumulate their domain knowledge. We built 3DPFIX that supports automated diagnosis and solution-seeking. 3DPFIX was built upon shared dialogues about failure cases from Q&A discourses accumulated in online communities. We leverage social annotations (i.e., comments) to build an annotated failure image dataset for AI classifiers and extract a solution pool. Our summative study revealed that using 3DPFIX helped participants spend significantly less effort in diagnosing failures and finding a more accurate solution than relying on their common practice. We also found that 3DPFIX users learn about 3D printing domain-specific knowledge. We discuss the implications of leveraging community-driven data in developing future Human-AI Collaboration designs.
Learning Interactive Real-World Simulators
Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans, robots, and other interactive agents. Applications of a real-world simulator range from controllable content creation in games and movies, to training embodied agents purely in simulation that can be directly deployed in the real world. We explore the possibility of learning a universal simulator (UniSim) of real-world interaction through generative modeling. We first make the important observation that natural datasets available for learning a real-world simulator are often rich along different axes (e.g., abundant objects in image data, densely sampled actions in robotics data, and diverse movements in navigation data). With careful orchestration of diverse datasets, each providing a different aspect of the overall experience, UniSim can emulate how humans and agents interact with the world by simulating the visual outcome of both high-level instructions such as "open the drawer" and low-level controls such as "move by x, y" from otherwise static scenes and objects. There are numerous use cases for such a real-world simulator. As an example, we use UniSim to train both high-level vision-language planners and low-level reinforcement learning policies, each of which exhibit zero-shot real-world transfer after training purely in a learned real-world simulator. We also show that other types of intelligence such as video captioning models can benefit from training with simulated experience in UniSim, opening up even wider applications. Video demos can be found at https://universal-simulator.github.io.
Synthetic Video Enhances Physical Fidelity in Video Synthesis
We investigate how to enhance the physical fidelity of video generation models by leveraging synthetic videos derived from computer graphics pipelines. These rendered videos respect real-world physics, such as maintaining 3D consistency, and serve as a valuable resource that can potentially improve video generation models. To harness this potential, we propose a solution that curates and integrates synthetic data while introducing a method to transfer its physical realism to the model, significantly reducing unwanted artifacts. Through experiments on three representative tasks emphasizing physical consistency, we demonstrate its efficacy in enhancing physical fidelity. While our model still lacks a deep understanding of physics, our work offers one of the first empirical demonstrations that synthetic video enhances physical fidelity in video synthesis. Website: https://kevinz8866.github.io/simulation/
Text-Guided Generation and Editing of Compositional 3D Avatars
Our goal is to create a realistic 3D facial avatar with hair and accessories using only a text description. While this challenge has attracted significant recent interest, existing methods either lack realism, produce unrealistic shapes, or do not support editing, such as modifications to the hairstyle. We argue that existing methods are limited because they employ a monolithic modeling approach, using a single representation for the head, face, hair, and accessories. Our observation is that the hair and face, for example, have very different structural qualities that benefit from different representations. Building on this insight, we generate avatars with a compositional model, in which the head, face, and upper body are represented with traditional 3D meshes, and the hair, clothing, and accessories with neural radiance fields (NeRF). The model-based mesh representation provides a strong geometric prior for the face region, improving realism while enabling editing of the person's appearance. By using NeRFs to represent the remaining components, our method is able to model and synthesize parts with complex geometry and appearance, such as curly hair and fluffy scarves. Our novel system synthesizes these high-quality compositional avatars from text descriptions. The experimental results demonstrate that our method, Text-guided generation and Editing of Compositional Avatars (TECA), produces avatars that are more realistic than those of recent methods while being editable because of their compositional nature. For example, our TECA enables the seamless transfer of compositional features like hairstyles, scarves, and other accessories between avatars. This capability supports applications such as virtual try-on.
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/
Automated Creation of Digital Cousins for Robust Policy Learning
Training robot policies in the real world can be unsafe, costly, and difficult to scale. Simulation serves as an inexpensive and potentially limitless source of training data, but suffers from the semantics and physics disparity between simulated and real-world environments. These discrepancies can be minimized by training in digital twins, which serve as virtual replicas of a real scene but are expensive to generate and cannot produce cross-domain generalization. To address these limitations, we propose the concept of digital cousins, a virtual asset or scene that, unlike a digital twin, does not explicitly model a real-world counterpart but still exhibits similar geometric and semantic affordances. As a result, digital cousins simultaneously reduce the cost of generating an analogous virtual environment while also facilitating better robustness during sim-to-real domain transfer by providing a distribution of similar training scenes. Leveraging digital cousins, we introduce a novel method for their automated creation, and propose a fully automated real-to-sim-to-real pipeline for generating fully interactive scenes and training robot policies that can be deployed zero-shot in the original scene. We find that digital cousin scenes that preserve geometric and semantic affordances can be produced automatically, and can be used to train policies that outperform policies trained on digital twins, achieving 90% vs. 25% success rates under zero-shot sim-to-real transfer. Additional details are available at https://digital-cousins.github.io/.
Try-On-Adapter: A Simple and Flexible Try-On Paradigm
Image-based virtual try-on, widely used in online shopping, aims to generate images of a naturally dressed person conditioned on certain garments, providing significant research and commercial potential. A key challenge of try-on is to generate realistic images of the model wearing the garments while preserving the details of the garments. Previous methods focus on masking certain parts of the original model's standing image, and then inpainting on masked areas to generate realistic images of the model wearing corresponding reference garments, which treat the try-on task as an inpainting task. However, such implements require the user to provide a complete, high-quality standing image, which is user-unfriendly in practical applications. In this paper, we propose Try-On-Adapter (TOA), an outpainting paradigm that differs from the existing inpainting paradigm. Our TOA can preserve the given face and garment, naturally imagine the rest parts of the image, and provide flexible control ability with various conditions, e.g., garment properties and human pose. In the experiments, TOA shows excellent performance on the virtual try-on task even given relatively low-quality face and garment images in qualitative comparisons. Additionally, TOA achieves the state-of-the-art performance of FID scores 5.56 and 7.23 for paired and unpaired on the VITON-HD dataset in quantitative comparisons.
DM-VTON: Distilled Mobile Real-time Virtual Try-On
The fashion e-commerce industry has witnessed significant growth in recent years, prompting exploring image-based virtual try-on techniques to incorporate Augmented Reality (AR) experiences into online shopping platforms. However, existing research has primarily overlooked a crucial aspect - the runtime of the underlying machine-learning model. While existing methods prioritize enhancing output quality, they often disregard the execution time, which restricts their applications on a limited range of devices. To address this gap, we propose Distilled Mobile Real-time Virtual Try-On (DM-VTON), a novel virtual try-on framework designed to achieve simplicity and efficiency. Our approach is based on a knowledge distillation scheme that leverages a strong Teacher network as supervision to guide a Student network without relying on human parsing. Notably, we introduce an efficient Mobile Generative Module within the Student network, significantly reducing the runtime while ensuring high-quality output. Additionally, we propose Virtual Try-on-guided Pose for Data Synthesis to address the limited pose variation observed in training images. Experimental results show that the proposed method can achieve 40 frames per second on a single Nvidia Tesla T4 GPU and only take up 37 MB of memory while producing almost the same output quality as other state-of-the-art methods. DM-VTON stands poised to facilitate the advancement of real-time AR applications, in addition to the generation of lifelike attired human figures tailored for diverse specialized training tasks. https://sites.google.com/view/ltnghia/research/DMVTON
OutfitAnyone: Ultra-high Quality Virtual Try-On for Any Clothing and Any Person
Virtual Try-On (VTON) has become a transformative technology, empowering users to experiment with fashion without ever having to physically try on clothing. However, existing methods often struggle with generating high-fidelity and detail-consistent results. While diffusion models, such as Stable Diffusion series, have shown their capability in creating high-quality and photorealistic images, they encounter formidable challenges in conditional generation scenarios like VTON. Specifically, these models struggle to maintain a balance between control and consistency when generating images for virtual clothing trials. OutfitAnyone addresses these limitations by leveraging a two-stream conditional diffusion model, enabling it to adeptly handle garment deformation for more lifelike results. It distinguishes itself with scalability-modulating factors such as pose, body shape and broad applicability, extending from anime to in-the-wild images. OutfitAnyone's performance in diverse scenarios underscores its utility and readiness for real-world deployment. For more details and animated results, please see https://humanaigc.github.io/outfit-anyone/.
Speed and Density Planning for a Speed-Constrained Robot Swarm Through a Virtual Tube
The planning and control of a robot swarm in a complex environment have attracted increasing attention. To this end, the idea of virtual tubes has been taken up in our previous work. Specifically, a virtual tube with varying widths has been planned to avoid collisions with obstacles in a complex environment. Based on the planned virtual tube for a large number of speed-constrained robots, the average forward speed and density along the virtual tube are further planned in this paper to ensure safety and improve efficiency. Compared with the existing methods, the proposed method is based on global information and can be applied to traversing narrow spaces for speed-constrained robot swarms. Numerical simulations and experiments are conducted to show that the safety and efficiency of the passing-through process are improved. A video about simulations and experiments is available on https://youtu.be/lJHdMQMqSpc.
Human-centered In-building Embodied Delivery Benchmark
Recently, the concept of embodied intelligence has been widely accepted and popularized, leading people to naturally consider the potential for commercialization in this field. In this work, we propose a specific commercial scenario simulation, human-centered in-building embodied delivery. Furthermore, for this scenario, we have developed a brand-new virtual environment system from scratch, constructing a multi-level connected building space modeled after a polar research station. This environment also includes autonomous human characters and robots with grasping and mobility capabilities, as well as a large number of interactive items. Based on this environment, we have built a delivery dataset containing 13k language instructions to guide robots in providing services. We simulate human behavior through human characters and sample their various needs in daily life. Finally, we proposed a method centered around a large multimodal model to serve as the baseline system for this dataset. Compared to past embodied data work, our work focuses on a virtual environment centered around human-robot interaction for commercial scenarios. We believe this will bring new perspectives and exploration angles to the embodied community.
FICE: Text-Conditioned Fashion Image Editing With Guided GAN Inversion
Fashion-image editing represents a challenging computer vision task, where the goal is to incorporate selected apparel into a given input image. Most existing techniques, known as Virtual Try-On methods, deal with this task by first selecting an example image of the desired apparel and then transferring the clothing onto the target person. Conversely, in this paper, we consider editing fashion images with text descriptions. Such an approach has several advantages over example-based virtual try-on techniques, e.g.: (i) it does not require an image of the target fashion item, and (ii) it allows the expression of a wide variety of visual concepts through the use of natural language. Existing image-editing methods that work with language inputs are heavily constrained by their requirement for training sets with rich attribute annotations or they are only able to handle simple text descriptions. We address these constraints by proposing a novel text-conditioned editing model, called FICE (Fashion Image CLIP Editing), capable of handling a wide variety of diverse text descriptions to guide the editing procedure. Specifically with FICE, we augment the common GAN inversion process by including semantic, pose-related, and image-level constraints when generating images. We leverage the capabilities of the CLIP model to enforce the semantics, due to its impressive image-text association capabilities. We furthermore propose a latent-code regularization technique that provides the means to better control the fidelity of the synthesized images. We validate FICE through rigorous experiments on a combination of VITON images and Fashion-Gen text descriptions and in comparison with several state-of-the-art text-conditioned image editing approaches. Experimental results demonstrate FICE generates highly realistic fashion images and leads to stronger editing performance than existing competing approaches.
Fashion-RAG: Multimodal Fashion Image Editing via Retrieval-Augmented Generation
In recent years, the fashion industry has increasingly adopted AI technologies to enhance customer experience, driven by the proliferation of e-commerce platforms and virtual applications. Among the various tasks, virtual try-on and multimodal fashion image editing -- which utilizes diverse input modalities such as text, garment sketches, and body poses -- have become a key area of research. Diffusion models have emerged as a leading approach for such generative tasks, offering superior image quality and diversity. However, most existing virtual try-on methods rely on having a specific garment input, which is often impractical in real-world scenarios where users may only provide textual specifications. To address this limitation, in this work we introduce Fashion Retrieval-Augmented Generation (Fashion-RAG), a novel method that enables the customization of fashion items based on user preferences provided in textual form. Our approach retrieves multiple garments that match the input specifications and generates a personalized image by incorporating attributes from the retrieved items. To achieve this, we employ textual inversion techniques, where retrieved garment images are projected into the textual embedding space of the Stable Diffusion text encoder, allowing seamless integration of retrieved elements into the generative process. Experimental results on the Dress Code dataset demonstrate that Fashion-RAG outperforms existing methods both qualitatively and quantitatively, effectively capturing fine-grained visual details from retrieved garments. To the best of our knowledge, this is the first work to introduce a retrieval-augmented generation approach specifically tailored for multimodal fashion image editing.
A Survey of Robotic Navigation and Manipulation with Physics Simulators in the Era of Embodied AI
Navigation and manipulation are core capabilities in Embodied AI, yet training agents with these capabilities in the real world faces high costs and time complexity. Therefore, sim-to-real transfer has emerged as a key approach, yet the sim-to-real gap persists. This survey examines how physics simulators address this gap by analyzing their properties overlooked in previous surveys. We also analyze their features for navigation and manipulation tasks, along with hardware requirements. Additionally, we offer a resource with benchmark datasets, metrics, simulation platforms, and cutting-edge methods-such as world models and geometric equivariance-to help researchers select suitable tools while accounting for hardware constraints.
Masked Extended Attention for Zero-Shot Virtual Try-On In The Wild
Virtual Try-On (VTON) is a highly active line of research, with increasing demand. It aims to replace a piece of garment in an image with one from another, while preserving person and garment characteristics as well as image fidelity. Current literature takes a supervised approach for the task, impairing generalization and imposing heavy computation. In this paper, we present a novel zero-shot training-free method for inpainting a clothing garment by reference. Our approach employs the prior of a diffusion model with no additional training, fully leveraging its native generalization capabilities. The method employs extended attention to transfer image information from reference to target images, overcoming two significant challenges. We first initially warp the reference garment over the target human using deep features, alleviating "texture sticking". We then leverage the extended attention mechanism with careful masking, eliminating leakage of reference background and unwanted influence. Through a user study, qualitative, and quantitative comparison to state-of-the-art approaches, we demonstrate superior image quality and garment preservation compared unseen clothing pieces or human figures.
MV-VTON: Multi-View Virtual Try-On with Diffusion Models
The goal of image-based virtual try-on is to generate an image of the target person naturally wearing the given clothing. However, existing methods solely focus on the frontal try-on using the frontal clothing. When the views of the clothing and person are significantly inconsistent, particularly when the person's view is non-frontal, the results are unsatisfactory. To address this challenge, we introduce Multi-View Virtual Try-ON (MV-VTON), which aims to reconstruct the dressing results from multiple views using the given clothes. Given that single-view clothes provide insufficient information for MV-VTON, we instead employ two images, i.e., the frontal and back views of the clothing, to encompass the complete view as much as possible. Moreover, we adopt diffusion models that have demonstrated superior abilities to perform our MV-VTON. In particular, we propose a view-adaptive selection method where hard-selection and soft-selection are applied to the global and local clothing feature extraction, respectively. This ensures that the clothing features are roughly fit to the person's view. Subsequently, we suggest joint attention blocks to align and fuse clothing features with person features. Additionally, we collect a MV-VTON dataset MVG, in which each person has multiple photos with diverse views and poses. Experiments show that the proposed method not only achieves state-of-the-art results on MV-VTON task using our MVG dataset, but also has superiority on frontal-view virtual try-on task using VITON-HD and DressCode datasets.
Diffuse to Choose: Enriching Image Conditioned Inpainting in Latent Diffusion Models for Virtual Try-All
As online shopping is growing, the ability for buyers to virtually visualize products in their settings-a phenomenon we define as "Virtual Try-All"-has become crucial. Recent diffusion models inherently contain a world model, rendering them suitable for this task within an inpainting context. However, traditional image-conditioned diffusion models often fail to capture the fine-grained details of products. In contrast, personalization-driven models such as DreamPaint are good at preserving the item's details but they are not optimized for real-time applications. We present "Diffuse to Choose," a novel diffusion-based image-conditioned inpainting model that efficiently balances fast inference with the retention of high-fidelity details in a given reference item while ensuring accurate semantic manipulations in the given scene content. Our approach is based on incorporating fine-grained features from the reference image directly into the latent feature maps of the main diffusion model, alongside with a perceptual loss to further preserve the reference item's details. We conduct extensive testing on both in-house and publicly available datasets, and show that Diffuse to Choose is superior to existing zero-shot diffusion inpainting methods as well as few-shot diffusion personalization algorithms like DreamPaint.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
LatticeWorld: A Multimodal Large Language Model-Empowered Framework for Interactive Complex World Generation
Recent research has been increasingly focusing on developing 3D world models that simulate complex real-world scenarios. World models have found broad applications across various domains, including embodied AI, autonomous driving, entertainment, etc. A more realistic simulation with accurate physics will effectively narrow the sim-to-real gap and allow us to gather rich information about the real world conveniently. While traditional manual modeling has enabled the creation of virtual 3D scenes, modern approaches have leveraged advanced machine learning algorithms for 3D world generation, with most recent advances focusing on generative methods that can create virtual worlds based on user instructions. This work explores such a research direction by proposing LatticeWorld, a simple yet effective 3D world generation framework that streamlines the industrial production pipeline of 3D environments. LatticeWorld leverages lightweight LLMs (LLaMA-2-7B) alongside the industry-grade rendering engine (e.g., Unreal Engine 5) to generate a dynamic environment. Our proposed framework accepts textual descriptions and visual instructions as multimodal inputs and creates large-scale 3D interactive worlds with dynamic agents, featuring competitive multi-agent interaction, high-fidelity physics simulation, and real-time rendering. We conduct comprehensive experiments to evaluate LatticeWorld, showing that it achieves superior accuracy in scene layout generation and visual fidelity. Moreover, LatticeWorld achieves over a 90times increase in industrial production efficiency while maintaining high creative quality compared with traditional manual production methods. Our demo video is available at https://youtu.be/8VWZXpERR18
Enabling Student Innovation through Virtual Reality Development
It is clear, from the major press coverage that Virtual Reality (VR) development is garnering, that there is a huge amount of development interest in VR across multiple industries, including video streaming, gaming and simulated learning. Even though PC, web, and mobile are still the top platforms for software development, it is important for university computer science (CS) programs to expose students to VR as a development platform. Additionally, it is important for CS students to learn how to learn about new technologies, since change is constant in the CS field. CS curriculum changes happen much slower than the pace of technology adoption. As new technologies are introduced, CS faculty and students often learn together, especially in smaller CS programs. This paper describes how student-led VR projects are used, across the CS curriculum, as basic CS concepts are covered. The student-led VR projects are engaging, and promote learning and creativity. Additionally, each student project inspires more students to try their hand at VR development as well.
Any2AnyTryon: Leveraging Adaptive Position Embeddings for Versatile Virtual Clothing Tasks
Image-based virtual try-on (VTON) aims to generate a virtual try-on result by transferring an input garment onto a target person's image. However, the scarcity of paired garment-model data makes it challenging for existing methods to achieve high generalization and quality in VTON. Also, it limits the ability to generate mask-free try-ons. To tackle the data scarcity problem, approaches such as Stable Garment and MMTryon use a synthetic data strategy, effectively increasing the amount of paired data on the model side. However, existing methods are typically limited to performing specific try-on tasks and lack user-friendliness. To enhance the generalization and controllability of VTON generation, we propose Any2AnyTryon, which can generate try-on results based on different textual instructions and model garment images to meet various needs, eliminating the reliance on masks, poses, or other conditions. Specifically, we first construct the virtual try-on dataset LAION-Garment, the largest known open-source garment try-on dataset. Then, we introduce adaptive position embedding, which enables the model to generate satisfactory outfitted model images or garment images based on input images of different sizes and categories, significantly enhancing the generalization and controllability of VTON generation. In our experiments, we demonstrate the effectiveness of our Any2AnyTryon and compare it with existing methods. The results show that Any2AnyTryon enables flexible, controllable, and high-quality image-based virtual try-on generation.https://logn-2024.github.io/Any2anyTryonProjectPage/
Visual Large Language Models for Generalized and Specialized Applications
Visual-language models (VLM) have emerged as a powerful tool for learning a unified embedding space for vision and language. Inspired by large language models, which have demonstrated strong reasoning and multi-task capabilities, visual large language models (VLLMs) are gaining increasing attention for building general-purpose VLMs. Despite the significant progress made in VLLMs, the related literature remains limited, particularly from a comprehensive application perspective, encompassing generalized and specialized applications across vision (image, video, depth), action, and language modalities. In this survey, we focus on the diverse applications of VLLMs, examining their using scenarios, identifying ethics consideration and challenges, and discussing future directions for their development. By synthesizing these contents, we aim to provide a comprehensive guide that will pave the way for future innovations and broader applications of VLLMs. The paper list repository is available: https://github.com/JackYFL/awesome-VLLMs.
GaussianVTON: 3D Human Virtual Try-ON via Multi-Stage Gaussian Splatting Editing with Image Prompting
The increasing prominence of e-commerce has underscored the importance of Virtual Try-On (VTON). However, previous studies predominantly focus on the 2D realm and rely heavily on extensive data for training. Research on 3D VTON primarily centers on garment-body shape compatibility, a topic extensively covered in 2D VTON. Thanks to advances in 3D scene editing, a 2D diffusion model has now been adapted for 3D editing via multi-viewpoint editing. In this work, we propose GaussianVTON, an innovative 3D VTON pipeline integrating Gaussian Splatting (GS) editing with 2D VTON. To facilitate a seamless transition from 2D to 3D VTON, we propose, for the first time, the use of only images as editing prompts for 3D editing. To further address issues, e.g., face blurring, garment inaccuracy, and degraded viewpoint quality during editing, we devise a three-stage refinement strategy to gradually mitigate potential issues. Furthermore, we introduce a new editing strategy termed Edit Recall Reconstruction (ERR) to tackle the limitations of previous editing strategies in leading to complex geometric changes. Our comprehensive experiments demonstrate the superiority of GaussianVTON, offering a novel perspective on 3D VTON while also establishing a novel starting point for image-prompting 3D scene editing.
MagicTryOn: Harnessing Diffusion Transformer for Garment-Preserving Video Virtual Try-on
Video Virtual Try-On (VVT) aims to simulate the natural appearance of garments across consecutive video frames, capturing their dynamic variations and interactions with human body motion. However, current VVT methods still face challenges in terms of spatiotemporal consistency and garment content preservation. First, they use diffusion models based on the U-Net, which are limited in their expressive capability and struggle to reconstruct complex details. Second, they adopt a separative modeling approach for spatial and temporal attention, which hinders the effective capture of structural relationships and dynamic consistency across frames. Third, their expression of garment details remains insufficient, affecting the realism and stability of the overall synthesized results, especially during human motion. To address the above challenges, we propose MagicTryOn, a video virtual try-on framework built upon the large-scale video diffusion Transformer. We replace the U-Net architecture with a diffusion Transformer and combine full self-attention to jointly model the spatiotemporal consistency of videos. We design a coarse-to-fine garment preservation strategy. The coarse strategy integrates garment tokens during the embedding stage, while the fine strategy incorporates multiple garment-based conditions, such as semantics, textures, and contour lines during the denoising stage. Moreover, we introduce a mask-aware loss to further optimize garment region fidelity. Extensive experiments on both image and video try-on datasets demonstrate that our method outperforms existing SOTA methods in comprehensive evaluations and generalizes to in-the-wild scenarios.
Adjustable Visual Appearance for Generalizable Novel View Synthesis
We present a generalizable novel view synthesis method which enables modifying the visual appearance of an observed scene so rendered views match a target weather or lighting condition without any scene specific training or access to reference views at the target condition. Our method is based on a pretrained generalizable transformer architecture and is fine-tuned on synthetically generated scenes under different appearance conditions. This allows for rendering novel views in a consistent manner for 3D scenes that were not included in the training set, along with the ability to (i) modify their appearance to match the target condition and (ii) smoothly interpolate between different conditions. Experiments on real and synthetic scenes show that our method is able to generate 3D consistent renderings while making realistic appearance changes, including qualitative and quantitative comparisons. Please refer to our project page for video results: https://ava-nvs.github.io/
AI-Generated Content (AIGC) for Various Data Modalities: A Survey
AI-generated content (AIGC) methods aim to produce text, images, videos, 3D assets, and other media using AI algorithms. Due to its wide range of applications and the demonstrated potential of recent works, AIGC developments have been attracting lots of attention recently, and AIGC methods have been developed for various data modalities, such as image, video, text, 3D shape (as voxels, point clouds, meshes, and neural implicit fields), 3D scene, 3D human avatar (body and head), 3D motion, and audio -- each presenting different characteristics and challenges. Furthermore, there have also been many significant developments in cross-modality AIGC methods, where generative methods can receive conditioning input in one modality and produce outputs in another. Examples include going from various modalities to image, video, 3D shape, 3D scene, 3D avatar (body and head), 3D motion (skeleton and avatar), and audio modalities. In this paper, we provide a comprehensive review of AIGC methods across different data modalities, including both single-modality and cross-modality methods, highlighting the various challenges, representative works, and recent technical directions in each setting. We also survey the representative datasets throughout the modalities, and present comparative results for various modalities. Moreover, we also discuss the challenges and potential future research directions.
2.5 Years in Class: A Multimodal Textbook for Vision-Language Pretraining
Compared to image-text pair data, interleaved corpora enable Vision-Language Models (VLMs) to understand the world more naturally like humans. However, such existing datasets are crawled from webpage, facing challenges like low knowledge density, loose image-text relations, and poor logical coherence between images. On the other hand, the internet hosts vast instructional videos (e.g., online geometry courses) that are widely used by humans to learn foundational subjects, yet these valuable resources remain underexplored in VLM training. In this paper, we introduce a high-quality multimodal textbook corpus with richer foundational knowledge for VLM pretraining. It collects over 2.5 years of instructional videos, totaling 22,000 class hours. We first use an LLM-proposed taxonomy to systematically gather instructional videos. Then we progressively extract and refine visual (keyframes), audio (ASR), and textual knowledge (OCR) from the videos, and organize as an image-text interleaved corpus based on temporal order. Compared to its counterparts, our video-centric textbook offers more coherent context, richer knowledge, and better image-text alignment. Experiments demonstrate its superb pretraining performance, particularly in knowledge- and reasoning-intensive tasks like ScienceQA and MathVista. Moreover, VLMs pre-trained on our textbook exhibit outstanding interleaved context awareness, leveraging visual and textual cues in their few-shot context for task solving~Our code are available at \url{https://github.com/DAMO-NLP-SG/multimodal_textbook}.
SimWorld: An Open-ended Realistic Simulator for Autonomous Agents in Physical and Social Worlds
While LLM/VLM-powered AI agents have advanced rapidly in math, coding, and computer use, their applications in complex physical and social environments remain challenging. Building agents that can survive and thrive in the real world (for example, by autonomously earning income or running a business) requires massive-scale interaction, reasoning, training, and evaluation across diverse embodied scenarios. However, existing world simulators for such development fall short: they often rely on limited hand-crafted environments, simulate simplified game-like physics and social rules, and lack native support for LLM/VLM agents. We introduce SimWorld, a new simulator built on Unreal Engine 5, designed for developing and evaluating LLM/VLM agents in rich, real-world-like settings. SimWorld offers three core capabilities: (1) realistic, open-ended world simulation, including accurate physical and social dynamics and language-driven procedural environment generation; (2) a rich interface for LLM/VLM agents, with multimodal world inputs and open-vocabulary actions at varying levels of abstraction; and (3) diverse and extensible physical and social reasoning scenarios that are easily customizable by users. We demonstrate SimWorld by deploying frontier LLM agents (e.g., GPT-4o, Gemini-2.5-Flash, Claude-3.5, and DeepSeek-Prover-V2) on long-horizon multi-agent delivery tasks involving strategic cooperation and competition. The results reveal distinct reasoning patterns and limitations across models. We open-source SimWorld and hope it becomes a foundational platform for advancing real-world agent intelligence across disciplines: https://simworld.org.
OmniACT: A Dataset and Benchmark for Enabling Multimodal Generalist Autonomous Agents for Desktop and Web
For decades, human-computer interaction has fundamentally been manual. Even today, almost all productive work done on the computer necessitates human input at every step. Autonomous virtual agents represent an exciting step in automating many of these menial tasks. Virtual agents would empower users with limited technical proficiency to harness the full possibilities of computer systems. They could also enable the efficient streamlining of numerous computer tasks, ranging from calendar management to complex travel bookings, with minimal human intervention. In this paper, we introduce OmniACT, the first-of-a-kind dataset and benchmark for assessing an agent's capability to generate executable programs to accomplish computer tasks. Our scope extends beyond traditional web automation, covering a diverse range of desktop applications. The dataset consists of fundamental tasks such as "Play the next song", as well as longer horizon tasks such as "Send an email to John Doe mentioning the time and place to meet". Specifically, given a pair of screen image and a visually-grounded natural language task, the goal is to generate a script capable of fully executing the task. We run several strong baseline language model agents on our benchmark. The strongest baseline, GPT-4, performs the best on our benchmark However, its performance level still reaches only 15% of the human proficiency in generating executable scripts capable of completing the task, demonstrating the challenge of our task for conventional web agents. Our benchmark provides a platform to measure and evaluate the progress of language model agents in automating computer tasks and motivates future work towards building multimodal models that bridge large language models and the visual grounding of computer screens.
Synthetic Query Generation using Large Language Models for Virtual Assistants
Virtual Assistants (VAs) are important Information Retrieval platforms that help users accomplish various tasks through spoken commands. The speech recognition system (speech-to-text) uses query priors, trained solely on text, to distinguish between phonetically confusing alternatives. Hence, the generation of synthetic queries that are similar to existing VA usage can greatly improve upon the VA's abilities -- especially for use-cases that do not (yet) occur in paired audio/text data. In this paper, we provide a preliminary exploration of the use of Large Language Models (LLMs) to generate synthetic queries that are complementary to template-based methods. We investigate whether the methods (a) generate queries that are similar to randomly sampled, representative, and anonymized user queries from a popular VA, and (b) whether the generated queries are specific. We find that LLMs generate more verbose queries, compared to template-based methods, and reference aspects specific to the entity. The generated queries are similar to VA user queries, and are specific enough to retrieve the relevant entity. We conclude that queries generated by LLMs and templates are complementary.
Scalable Evaluation of Online Facilitation Strategies via Synthetic Simulation of Discussions
Limited large-scale evaluations exist for facilitation strategies of online discussions due to significant costs associated with human involvement. An effective solution is synthetic discussion simulations using Large Language Models (LLMs) to create initial pilot experiments. We propose a simple, generalizable, LLM-driven methodology to prototype the development of LLM facilitators, and produce high-quality synthetic data without human involvement. We use our methodology to test whether current facilitation strategies can improve the performance of LLM facilitators. We find that, while LLM facilitators significantly improve synthetic discussions, there is no evidence that the application of more elaborate facilitation strategies proposed in modern Social Science research lead to further improvements in discussion quality, compared to more basic approaches. Additionally, we find that small LLMs (such as Mistral Nemo 12B) can perform comparably to larger models (such as LLaMa 70B), and that special instructions must be used for instruction-tuned models to induce toxicity in synthetic discussions. We confirm that each component of our methodology contributes substantially to high quality data via an ablation study. We release an open-source framework, "SynDisco" (pip install syndisco), which implements our methodology. We also release the "Virtual Moderation Dataset" (https://paperswithcode.com/dataset/vmd), a large, publicly available dataset containing LLM-generated and LLM-annotated discussions using multiple open-source LLMs.
LearnLM: Improving Gemini for Learning
Today's generative AI systems are tuned to present information by default rather than engage users in service of learning as a human tutor would. To address the wide range of potential education use cases for these systems, we reframe the challenge of injecting pedagogical behavior as one of pedagogical instruction following, where training and evaluation examples include system-level instructions describing the specific pedagogy attributes present or desired in subsequent model turns. This framing avoids committing our models to any particular definition of pedagogy, and instead allows teachers or developers to specify desired model behavior. It also clears a path to improving Gemini models for learning -- by enabling the addition of our pedagogical data to post-training mixtures -- alongside their rapidly expanding set of capabilities. Both represent important changes from our initial tech report. We show how training with pedagogical instruction following produces a LearnLM model (available on Google AI Studio) that is preferred substantially by expert raters across a diverse set of learning scenarios, with average preference strengths of 31\% over GPT-4o, 11\% over Claude 3.5, and 13\% over the Gemini 1.5 Pro model LearnLM was based on.
CyberDemo: Augmenting Simulated Human Demonstration for Real-World Dexterous Manipulation
We introduce CyberDemo, a novel approach to robotic imitation learning that leverages simulated human demonstrations for real-world tasks. By incorporating extensive data augmentation in a simulated environment, CyberDemo outperforms traditional in-domain real-world demonstrations when transferred to the real world, handling diverse physical and visual conditions. Regardless of its affordability and convenience in data collection, CyberDemo outperforms baseline methods in terms of success rates across various tasks and exhibits generalizability with previously unseen objects. For example, it can rotate novel tetra-valve and penta-valve, despite human demonstrations only involving tri-valves. Our research demonstrates the significant potential of simulated human demonstrations for real-world dexterous manipulation tasks. More details can be found at https://cyber-demo.github.io
High-Fidelity Virtual Try-on with Large-Scale Unpaired Learning
Virtual try-on (VTON) transfers a target clothing image to a reference person, where clothing fidelity is a key requirement for downstream e-commerce applications. However, existing VTON methods still fall short in high-fidelity try-on due to the conflict between the high diversity of dressing styles (\eg clothes occluded by pants or distorted by posture) and the limited paired data for training. In this work, we propose a novel framework Boosted Virtual Try-on (BVTON) to leverage the large-scale unpaired learning for high-fidelity try-on. Our key insight is that pseudo try-on pairs can be reliably constructed from vastly available fashion images. Specifically, 1) we first propose a compositional canonicalizing flow that maps on-model clothes into pseudo in-shop clothes, dubbed canonical proxy. Each clothing part (sleeves, torso) is reversely deformed into an in-shop-like shape to compositionally construct the canonical proxy. 2) Next, we design a layered mask generation module that generates accurate semantic layout by training on canonical proxy. We replace the in-shop clothes used in conventional pipelines with the derived canonical proxy to boost the training process. 3) Finally, we propose an unpaired try-on synthesizer by constructing pseudo training pairs with randomly misaligned on-model clothes, where intricate skin texture and clothes boundaries can be generated. Extensive experiments on high-resolution (1024times768) datasets demonstrate the superiority of our approach over state-of-the-art methods both qualitatively and quantitatively. Notably, BVTON shows great generalizability and scalability to various dressing styles and data sources.
The Dawn of GUI Agent: A Preliminary Case Study with Claude 3.5 Computer Use
The recently released model, Claude 3.5 Computer Use, stands out as the first frontier AI model to offer computer use in public beta as a graphical user interface (GUI) agent. As an early beta, its capability in the real-world complex environment remains unknown. In this case study to explore Claude 3.5 Computer Use, we curate and organize a collection of carefully designed tasks spanning a variety of domains and software. Observations from these cases demonstrate Claude 3.5 Computer Use's unprecedented ability in end-to-end language to desktop actions. Along with this study, we provide an out-of-the-box agent framework for deploying API-based GUI automation models with easy implementation. Our case studies aim to showcase a groundwork of capabilities and limitations of Claude 3.5 Computer Use with detailed analyses and bring to the fore questions about planning, action, and critic, which must be considered for future improvement. We hope this preliminary exploration will inspire future research into the GUI agent community. All the test cases in the paper can be tried through the project: https://github.com/showlab/computer_use_ootb.
Cloth2Tex: A Customized Cloth Texture Generation Pipeline for 3D Virtual Try-On
Fabricating and designing 3D garments has become extremely demanding with the increasing need for synthesizing realistic dressed persons for a variety of applications, e.g. 3D virtual try-on, digitalization of 2D clothes into 3D apparel, and cloth animation. It thus necessitates a simple and straightforward pipeline to obtain high-quality texture from simple input, such as 2D reference images. Since traditional warping-based texture generation methods require a significant number of control points to be manually selected for each type of garment, which can be a time-consuming and tedious process. We propose a novel method, called Cloth2Tex, which eliminates the human burden in this process. Cloth2Tex is a self-supervised method that generates texture maps with reasonable layout and structural consistency. Another key feature of Cloth2Tex is that it can be used to support high-fidelity texture inpainting. This is done by combining Cloth2Tex with a prevailing latent diffusion model. We evaluate our approach both qualitatively and quantitatively and demonstrate that Cloth2Tex can generate high-quality texture maps and achieve the best visual effects in comparison to other methods. Project page: tomguluson92.github.io/projects/cloth2tex/
VR-NeRF: High-Fidelity Virtualized Walkable Spaces
We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2Ktimes2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website.
Unlocking the conversion of Web Screenshots into HTML Code with the WebSight Dataset
Using vision-language models (VLMs) in web development presents a promising strategy to increase efficiency and unblock no-code solutions: by providing a screenshot or a sketch of a UI, a VLM could generate the code to reproduce it, for instance in a language like HTML. Despite the advancements in VLMs for various tasks, the specific challenge of converting a screenshot into a corresponding HTML has been minimally explored. We posit that this is mainly due to the absence of a suitable, high-quality dataset. This work introduces WebSight, a synthetic dataset consisting of 2 million pairs of HTML codes and their corresponding screenshots. We fine-tune a foundational VLM on our dataset and show proficiency in converting webpage screenshots to functional HTML code. To accelerate the research in this area, we open-source WebSight.
Generating Pedagogically Meaningful Visuals for Math Word Problems: A New Benchmark and Analysis of Text-to-Image Models
Visuals are valuable tools for teaching math word problems (MWPs), helping young learners interpret textual descriptions into mathematical expressions before solving them. However, creating such visuals is labor-intensive and there is a lack of automated methods to support this process. In this paper, we present Math2Visual, an automatic framework for generating pedagogically meaningful visuals from MWP text descriptions. Math2Visual leverages a pre-defined visual language and a design space grounded in interviews with math teachers, to illustrate the core mathematical relationships in MWPs. Using Math2Visual, we construct an annotated dataset of 1,903 visuals and evaluate Text-to-Image (TTI) models for their ability to generate visuals that align with our design. We further fine-tune several TTI models with our dataset, demonstrating improvements in educational visual generation. Our work establishes a new benchmark for automated generation of pedagogically meaningful visuals and offers insights into key challenges in producing multimodal educational content, such as the misrepresentation of mathematical relationships and the omission of essential visual elements.
Self-Supervised Vision Transformer for Enhanced Virtual Clothes Try-On
Virtual clothes try-on has emerged as a vital feature in online shopping, offering consumers a critical tool to visualize how clothing fits. In our research, we introduce an innovative approach for virtual clothes try-on, utilizing a self-supervised Vision Transformer (ViT) coupled with a diffusion model. Our method emphasizes detail enhancement by contrasting local clothing image embeddings, generated by ViT, with their global counterparts. Techniques such as conditional guidance and focus on key regions have been integrated into our approach. These combined strategies empower the diffusion model to reproduce clothing details with increased clarity and realism. The experimental results showcase substantial advancements in the realism and precision of details in virtual try-on experiences, significantly surpassing the capabilities of existing technologies.
VR.net: A Real-world Dataset for Virtual Reality Motion Sickness Research
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to address this need, we introduce `VR.net', a dataset offering approximately 12-hour gameplay videos from ten real-world games in 10 diverse genres. For each video frame, a rich set of motion sickness-related labels, such as camera/object movement, depth field, and motion flow, are accurately assigned. Building such a dataset is challenging since manual labeling would require an infeasible amount of time. Instead, we utilize a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code. We illustrate the utility of VR.net through several applications, such as risk factor detection and sickness level prediction. We continuously expand VR.net and envision its next version offering 10X more data than the current form. We believe that the scale, accuracy, and diversity of VR.net can offer unparalleled opportunities for VR motion sickness research and beyond.
DroneVis: Versatile Computer Vision Library for Drones
This paper introduces DroneVis, a novel library designed to automate computer vision algorithms on Parrot drones. DroneVis offers a versatile set of features and provides a diverse range of computer vision tasks along with a variety of models to choose from. Implemented in Python, the library adheres to high-quality code standards, facilitating effortless customization and feature expansion according to user requirements. In addition, comprehensive documentation is provided, encompassing usage guidelines and illustrative use cases. Our documentation, code, and examples are available in https://github.com/ahmedheakl/drone-vis.
TryOffDiff: Virtual-Try-Off via High-Fidelity Garment Reconstruction using Diffusion Models
This paper introduces Virtual Try-Off (VTOFF), a novel task focused on generating standardized garment images from single photos of clothed individuals. Unlike traditional Virtual Try-On (VTON), which digitally dresses models, VTOFF aims to extract a canonical garment image, posing unique challenges in capturing garment shape, texture, and intricate patterns. This well-defined target makes VTOFF particularly effective for evaluating reconstruction fidelity in generative models. We present TryOffDiff, a model that adapts Stable Diffusion with SigLIP-based visual conditioning to ensure high fidelity and detail retention. Experiments on a modified VITON-HD dataset show that our approach outperforms baseline methods based on pose transfer and virtual try-on with fewer pre- and post-processing steps. Our analysis reveals that traditional image generation metrics inadequately assess reconstruction quality, prompting us to rely on DISTS for more accurate evaluation. Our results highlight the potential of VTOFF to enhance product imagery in e-commerce applications, advance generative model evaluation, and inspire future work on high-fidelity reconstruction. Demo, code, and models are available at: https://rizavelioglu.github.io/tryoffdiff/
Learn to Sing by Listening: Building Controllable Virtual Singer by Unsupervised Learning from Voice Recordings
The virtual world is being established in which digital humans are created indistinguishable from real humans. Producing their audio-related capabilities is crucial since voice conveys extensive personal characteristics. We aim to create a controllable audio-form virtual singer; however, supervised modeling and controlling all different factors of the singing voice, such as timbre, tempo, pitch, and lyrics, is extremely difficult since accurately labeling all such information needs enormous labor work. In this paper, we propose a framework that could digitize a person's voice by simply "listening" to the clean voice recordings of any content in a fully unsupervised manner and predict singing voices even only using speaking recordings. A variational auto-encoder (VAE) based framework is developed, which leverages a set of pre-trained models to encode the audio as various hidden embeddings representing different factors of the singing voice, and further decodes the embeddings into raw audio. By manipulating the hidden embeddings for different factors, the resulting singing voices can be controlled, and new virtual singers can also be further generated by interpolating between timbres. Evaluations of different types of experiments demonstrate the proposed method's effectiveness. The proposed method is the critical technique for producing the AI choir, which empowered the human-AI symbiotic orchestra in Hong Kong in July 2022.
A Comprehensive Survey on 3D Content Generation
Recent years have witnessed remarkable advances in artificial intelligence generated content(AIGC), with diverse input modalities, e.g., text, image, video, audio and 3D. The 3D is the most close visual modality to real-world 3D environment and carries enormous knowledge. The 3D content generation shows both academic and practical values while also presenting formidable technical challenges. This review aims to consolidate developments within the burgeoning domain of 3D content generation. Specifically, a new taxonomy is proposed that categorizes existing approaches into three types: 3D native generative methods, 2D prior-based 3D generative methods, and hybrid 3D generative methods. The survey covers approximately 60 papers spanning the major techniques. Besides, we discuss limitations of current 3D content generation techniques, and point out open challenges as well as promising directions for future work. Accompanied with this survey, we have established a project website where the resources on 3D content generation research are provided. The project page is available at https://github.com/hitcslj/Awesome-AIGC-3D.
SimVS: Simulating World Inconsistencies for Robust View Synthesis
Novel-view synthesis techniques achieve impressive results for static scenes but struggle when faced with the inconsistencies inherent to casual capture settings: varying illumination, scene motion, and other unintended effects that are difficult to model explicitly. We present an approach for leveraging generative video models to simulate the inconsistencies in the world that can occur during capture. We use this process, along with existing multi-view datasets, to create synthetic data for training a multi-view harmonization network that is able to reconcile inconsistent observations into a consistent 3D scene. We demonstrate that our world-simulation strategy significantly outperforms traditional augmentation methods in handling real-world scene variations, thereby enabling highly accurate static 3D reconstructions in the presence of a variety of challenging inconsistencies. Project page: https://alextrevithick.github.io/simvs
GUIDE: A Guideline-Guided Dataset for Instructional Video Comprehension
There are substantial instructional videos on the Internet, which provide us tutorials for completing various tasks. Existing instructional video datasets only focus on specific steps at the video level, lacking experiential guidelines at the task level, which can lead to beginners struggling to learn new tasks due to the lack of relevant experience. Moreover, the specific steps without guidelines are trivial and unsystematic, making it difficult to provide a clear tutorial. To address these problems, we present the GUIDE (Guideline-Guided) dataset, which contains 3.5K videos of 560 instructional tasks in 8 domains related to our daily life. Specifically, we annotate each instructional task with a guideline, representing a common pattern shared by all task-related videos. On this basis, we annotate systematic specific steps, including their associated guideline steps, specific step descriptions and timestamps. Our proposed benchmark consists of three sub-tasks to evaluate comprehension ability of models: (1) Step Captioning: models have to generate captions for specific steps from videos. (2) Guideline Summarization: models have to mine the common pattern in task-related videos and summarize a guideline from them. (3) Guideline-Guided Captioning: models have to generate captions for specific steps under the guide of guideline. We evaluate plenty of foundation models with GUIDE and perform in-depth analysis. Given the diversity and practicality of GUIDE, we believe that it can be used as a better benchmark for instructional video comprehension.
LiveVQA: Live Visual Knowledge Seeking
We introduce LiveVQA, an automatically collected dataset of latest visual knowledge from the Internet with synthesized VQA problems. LiveVQA consists of 3,602 single- and multi-hop visual questions from 6 news websites across 14 news categories, featuring high-quality image-text coherence and authentic information. Our evaluation across 15 MLLMs (e.g., GPT-4o, Gemma-3, and Qwen-2.5-VL family) demonstrates that stronger models perform better overall, with advanced visual reasoning capabilities proving crucial for complex multi-hop questions. Despite excellent performance on textual problems, models with tools like search engines still show significant gaps when addressing visual questions requiring latest visual knowledge, highlighting important areas for future research.
BlendScape: Enabling Unified and Personalized Video-Conferencing Environments through Generative AI
Today's video-conferencing tools support a rich range of professional and social activities, but their generic, grid-based environments cannot be easily adapted to meet the varying needs of distributed collaborators. To enable end-user customization, we developed BlendScape, a system for meeting participants to compose video-conferencing environments tailored to their collaboration context by leveraging AI image generation techniques. BlendScape supports flexible representations of task spaces by blending users' physical or virtual backgrounds into unified environments and implements multimodal interaction techniques to steer the generation. Through an evaluation with 15 end-users, we investigated their customization preferences for work and social scenarios. Participants could rapidly express their design intentions with BlendScape and envisioned using the system to structure collaboration in future meetings, but experienced challenges with preventing distracting elements. We implement scenarios to demonstrate BlendScape's expressiveness in supporting distributed collaboration techniques from prior work and propose composition techniques to improve the quality of environments.
VoluMe -- Authentic 3D Video Calls from Live Gaussian Splat Prediction
Virtual 3D meetings offer the potential to enhance copresence, increase engagement and thus improve effectiveness of remote meetings compared to standard 2D video calls. However, representing people in 3D meetings remains a challenge; existing solutions achieve high quality by using complex hardware, making use of fixed appearance via enrolment, or by inverting a pre-trained generative model. These approaches lead to constraints that are unwelcome and ill-fitting for videoconferencing applications. We present the first method to predict 3D Gaussian reconstructions in real time from a single 2D webcam feed, where the 3D representation is not only live and realistic, but also authentic to the input video. By conditioning the 3D representation on each video frame independently, our reconstruction faithfully recreates the input video from the captured viewpoint (a property we call authenticity), while generalizing realistically to novel viewpoints. Additionally, we introduce a stability loss to obtain reconstructions that are temporally stable on video sequences. We show that our method delivers state-of-the-art accuracy in visual quality and stability metrics compared to existing methods, and demonstrate our approach in live one-to-one 3D meetings using only a standard 2D camera and display. This demonstrates that our approach can allow anyone to communicate volumetrically, via a method for 3D videoconferencing that is not only highly accessible, but also realistic and authentic.
From Keypoints to Realism: A Realistic and Accurate Virtual Try-on Network from 2D Images
The aim of image-based virtual try-on is to generate realistic images of individuals wearing target garments, ensuring that the pose, body shape and characteristics of the target garment are accurately preserved. Existing methods often fail to reproduce the fine details of target garments effectively and lack generalizability to new scenarios. In the proposed method, the person's initial garment is completely removed. Subsequently, a precise warping is performed using the predicted keypoints to fully align the target garment with the body structure and pose of the individual. Based on the warped garment, a body segmentation map is more accurately predicted. Then, using an alignment-aware segment normalization, the misaligned areas between the warped garment and the predicted garment region in the segmentation map are removed. Finally, the generator produces the final image with high visual quality, reconstructing the precise characteristics of the target garment, including its overall shape and texture. This approach emphasizes preserving garment characteristics and improving adaptability to various poses, providing better generalization for diverse applications.
Taming the Power of Diffusion Models for High-Quality Virtual Try-On with Appearance Flow
Virtual try-on is a critical image synthesis task that aims to transfer clothes from one image to another while preserving the details of both humans and clothes. While many existing methods rely on Generative Adversarial Networks (GANs) to achieve this, flaws can still occur, particularly at high resolutions. Recently, the diffusion model has emerged as a promising alternative for generating high-quality images in various applications. However, simply using clothes as a condition for guiding the diffusion model to inpaint is insufficient to maintain the details of the clothes. To overcome this challenge, we propose an exemplar-based inpainting approach that leverages a warping module to guide the diffusion model's generation effectively. The warping module performs initial processing on the clothes, which helps to preserve the local details of the clothes. We then combine the warped clothes with clothes-agnostic person image and add noise as the input of diffusion model. Additionally, the warped clothes is used as local conditions for each denoising process to ensure that the resulting output retains as much detail as possible. Our approach, namely Diffusion-based Conditional Inpainting for Virtual Try-ON (DCI-VTON), effectively utilizes the power of the diffusion model, and the incorporation of the warping module helps to produce high-quality and realistic virtual try-on results. Experimental results on VITON-HD demonstrate the effectiveness and superiority of our method.
CatVTON: Concatenation Is All You Need for Virtual Try-On with Diffusion Models
Virtual try-on methods based on diffusion models achieve realistic try-on effects but often replicate the backbone network as a ReferenceNet or use additional image encoders to process condition inputs, leading to high training and inference costs. In this work, we rethink the necessity of ReferenceNet and image encoders and innovate the interaction between garment and person by proposing CatVTON, a simple and efficient virtual try-on diffusion model. CatVTON facilitates the seamless transfer of in-shop or worn garments of any category to target persons by simply concatenating them in spatial dimensions as inputs. The efficiency of our model is demonstrated in three aspects: (1) Lightweight network: Only the original diffusion modules are used, without additional network modules. The text encoder and cross-attentions for text injection in the backbone are removed, reducing the parameters by 167.02M. (2) Parameter-efficient training: We identified the try-on relevant modules through experiments and achieved high-quality try-on effects by training only 49.57M parameters, approximately 5.51 percent of the backbone network's parameters. (3) Simplified inference: CatVTON eliminates all unnecessary conditions and preprocessing steps, including pose estimation, human parsing, and text input, requiring only a garment reference, target person image, and mask for the virtual try-on process. Extensive experiments demonstrate that CatVTON achieves superior qualitative and quantitative results with fewer prerequisites and trainable parameters than baseline methods. Furthermore, CatVTON shows good generalization in in-the-wild scenarios despite using open-source datasets with only 73K samples.
EVTAR: End-to-End Try on with Additional Unpaired Visual Reference
We propose EVTAR, an End-to-End Virtual Try-on model with Additional Reference, that directly fits the target garment onto the person image while incorporating reference images to enhance try-on accuracy. Most existing virtual try-on approaches rely on complex inputs such as agnostic person images, human pose, densepose, or body keypoints, making them labor-intensive and impractical for real-world applications. In contrast, EVTAR adopts a two-stage training strategy, enabling simple inference with only the source image and the target garment inputs. Our model generates try-on results without masks, densepose, or segmentation maps. Moreover, EVTAR leverages additional reference images of different individuals wearing the same clothes to preserve garment texture and fine-grained details better. This mechanism is analogous to how humans consider reference models when choosing outfits, thereby simulating a more realistic and high-quality dressing effect. We enrich the training data with supplementary references and unpaired person images to support these capabilities. We evaluate EVTAR on two widely used benchmarks and diverse tasks, and the results consistently validate the effectiveness of our approach.
InteractiveVideo: User-Centric Controllable Video Generation with Synergistic Multimodal Instructions
We introduce InteractiveVideo, a user-centric framework for video generation. Different from traditional generative approaches that operate based on user-provided images or text, our framework is designed for dynamic interaction, allowing users to instruct the generative model through various intuitive mechanisms during the whole generation process, e.g. text and image prompts, painting, drag-and-drop, etc. We propose a Synergistic Multimodal Instruction mechanism, designed to seamlessly integrate users' multimodal instructions into generative models, thus facilitating a cooperative and responsive interaction between user inputs and the generative process. This approach enables iterative and fine-grained refinement of the generation result through precise and effective user instructions. With InteractiveVideo, users are given the flexibility to meticulously tailor key aspects of a video. They can paint the reference image, edit semantics, and adjust video motions until their requirements are fully met. Code, models, and demo are available at https://github.com/invictus717/InteractiveVideo
MarS: a Financial Market Simulation Engine Powered by Generative Foundation Model
Generative models aim to simulate realistic effects of various actions across different contexts, from text generation to visual effects. Despite significant efforts to build real-world simulators, the application of generative models to virtual worlds, like financial markets, remains under-explored. In financial markets, generative models can simulate complex market effects of participants with various behaviors, enabling interaction under different market conditions, and training strategies without financial risk. This simulation relies on the finest structured data in financial market like orders thus building the finest realistic simulation. We propose Large Market Model (LMM), an order-level generative foundation model, for financial market simulation, akin to language modeling in the digital world. Our financial Market Simulation engine (MarS), powered by LMM, addresses the domain-specific need for realistic, interactive and controllable order generation. Key observations include LMM's strong scalability across data size and model complexity, and MarS's robust and practicable realism in controlled generation with market impact. We showcase MarS as a forecast tool, detection system, analysis platform, and agent training environment, thus demonstrating MarS's "paradigm shift" potential for a variety of financial applications. We release the code of MarS at https://github.com/microsoft/MarS/.
UniFit: Towards Universal Virtual Try-on with MLLM-Guided Semantic Alignment
Image-based virtual try-on (VTON) aims to synthesize photorealistic images of a person wearing specified garments. Despite significant progress, building a universal VTON framework that can flexibly handle diverse and complex tasks remains a major challenge. Recent methods explore multi-task VTON frameworks guided by textual instructions, yet they still face two key limitations: (1) semantic gap between text instructions and reference images, and (2) data scarcity in complex scenarios. To address these challenges, we propose UniFit, a universal VTON framework driven by a Multimodal Large Language Model (MLLM). Specifically, we introduce an MLLM-Guided Semantic Alignment Module (MGSA), which integrates multimodal inputs using an MLLM and a set of learnable queries. By imposing a semantic alignment loss, MGSA captures cross-modal semantic relationships and provides coherent and explicit semantic guidance for the generative process, thereby reducing the semantic gap. Moreover, by devising a two-stage progressive training strategy with a self-synthesis pipeline, UniFit is able to learn complex tasks from limited data. Extensive experiments show that UniFit not only supports a wide range of VTON tasks, including multi-garment and model-to-model try-on, but also achieves state-of-the-art performance. The source code and pretrained models are available at https://github.com/zwplus/UniFit.
VideoPhy: Evaluating Physical Commonsense for Video Generation
Recent advances in internet-scale video data pretraining have led to the development of text-to-video generative models that can create high-quality videos across a broad range of visual concepts, synthesize realistic motions and render complex objects. Hence, these generative models have the potential to become general-purpose simulators of the physical world. However, it is unclear how far we are from this goal with the existing text-to-video generative models. To this end, we present VideoPhy, a benchmark designed to assess whether the generated videos follow physical commonsense for real-world activities (e.g. marbles will roll down when placed on a slanted surface). Specifically, we curate diverse prompts that involve interactions between various material types in the physical world (e.g., solid-solid, solid-fluid, fluid-fluid). We then generate videos conditioned on these captions from diverse state-of-the-art text-to-video generative models, including open models (e.g., CogVideoX) and closed models (e.g., Lumiere, Dream Machine). Our human evaluation reveals that the existing models severely lack the ability to generate videos adhering to the given text prompts, while also lack physical commonsense. Specifically, the best performing model, CogVideoX-5B, generates videos that adhere to the caption and physical laws for 39.6% of the instances. VideoPhy thus highlights that the video generative models are far from accurately simulating the physical world. Finally, we propose an auto-evaluator, VideoCon-Physics, to assess the performance reliably for the newly released models.
Rethinking Garment Conditioning in Diffusion-based Virtual Try-On
Virtual Try-On (VTON) is the task of synthesizing an image of a person wearing a target garment, conditioned on a person image and a garment image. While diffusion-based VTON models featuring a Dual UNet architecture demonstrate superior fidelity compared to single UNet models, they incur substantial computational and memory overhead due to their heavy structure. In this study, through visualization analysis and theoretical analysis, we derived three hypotheses regarding the learning of context features to condition the denoising process. Based on these hypotheses, we developed Re-CatVTON, an efficient single UNet model that achieves high performance. We further enhance the model by introducing a modified classifier-free guidance strategy tailored for VTON's spatial concatenation conditioning, and by directly injecting the ground-truth garment latent derived from the clean garment latent to prevent the accumulation of prediction error. The proposed Re-CatVTON significantly improves performance compared to its predecessor (CatVTON) and requires less computation and memory than the high-performance Dual UNet model, Leffa. Our results demonstrate improved FID, KID, and LPIPS scores, with only a marginal decrease in SSIM, establishing a new efficiency-performance trade-off for single UNet VTON models.
VITON-HD: High-Resolution Virtual Try-On via Misalignment-Aware Normalization
The task of image-based virtual try-on aims to transfer a target clothing item onto the corresponding region of a person, which is commonly tackled by fitting the item to the desired body part and fusing the warped item with the person. While an increasing number of studies have been conducted, the resolution of synthesized images is still limited to low (e.g., 256x192), which acts as the critical limitation against satisfying online consumers. We argue that the limitation stems from several challenges: as the resolution increases, the artifacts in the misaligned areas between the warped clothes and the desired clothing regions become noticeable in the final results; the architectures used in existing methods have low performance in generating high-quality body parts and maintaining the texture sharpness of the clothes. To address the challenges, we propose a novel virtual try-on method called VITON-HD that successfully synthesizes 1024x768 virtual try-on images. Specifically, we first prepare the segmentation map to guide our virtual try-on synthesis, and then roughly fit the target clothing item to a given person's body. Next, we propose ALIgnment-Aware Segment (ALIAS) normalization and ALIAS generator to handle the misaligned areas and preserve the details of 1024x768 inputs. Through rigorous comparison with existing methods, we demonstrate that VITON-HD highly surpasses the baselines in terms of synthesized image quality both qualitatively and quantitatively. Code is available at https://github.com/shadow2496/VITON-HD.
DualFit: A Two-Stage Virtual Try-On via Warping and Synthesis
Virtual Try-On technology has garnered significant attention for its potential to transform the online fashion retail experience by allowing users to visualize how garments would look on them without physical trials. While recent advances in diffusion-based warping-free methods have improved perceptual quality, they often fail to preserve fine-grained garment details such as logos and printed text elements that are critical for brand integrity and customer trust. In this work, we propose DualFit, a hybrid VTON pipeline that addresses this limitation by two-stage approach. In the first stage, DualFit warps the target garment to align with the person image using a learned flow field, ensuring high-fidelity preservation. In the second stage, a fidelity-preserving try-on module synthesizes the final output by blending the warped garment with preserved human regions. Particularly, to guide this process, we introduce a preserved-region input and an inpainting mask, enabling the model to retain key areas and regenerate only where necessary, particularly around garment seams. Extensive qualitative results show that DualFit achieves visually seamless try-on results while faithfully maintaining high-frequency garment details, striking an effective balance between reconstruction accuracy and perceptual realism.
KITTEN: A Knowledge-Intensive Evaluation of Image Generation on Visual Entities
Recent advancements in text-to-image generation have significantly enhanced the quality of synthesized images. Despite this progress, evaluations predominantly focus on aesthetic appeal or alignment with text prompts. Consequently, there is limited understanding of whether these models can accurately represent a wide variety of realistic visual entities - a task requiring real-world knowledge. To address this gap, we propose a benchmark focused on evaluating Knowledge-InTensive image generaTion on real-world ENtities (i.e., KITTEN). Using KITTEN, we conduct a systematic study on the fidelity of entities in text-to-image generation models, focusing on their ability to generate a wide range of real-world visual entities, such as landmark buildings, aircraft, plants, and animals. We evaluate the latest text-to-image models and retrieval-augmented customization models using both automatic metrics and carefully-designed human evaluations, with an emphasis on the fidelity of entities in the generated images. Our findings reveal that even the most advanced text-to-image models often fail to generate entities with accurate visual details. Although retrieval-augmented models can enhance the fidelity of entity by incorporating reference images during testing, they often over-rely on these references and struggle to produce novel configurations of the entity as requested in creative text prompts.
Digital Life Project: Autonomous 3D Characters with Social Intelligence
In this work, we present Digital Life Project, a framework utilizing language as the universal medium to build autonomous 3D characters, who are capable of engaging in social interactions and expressing with articulated body motions, thereby simulating life in a digital environment. Our framework comprises two primary components: 1) SocioMind: a meticulously crafted digital brain that models personalities with systematic few-shot exemplars, incorporates a reflection process based on psychology principles, and emulates autonomy by initiating dialogue topics; 2) MoMat-MoGen: a text-driven motion synthesis paradigm for controlling the character's digital body. It integrates motion matching, a proven industry technique to ensure motion quality, with cutting-edge advancements in motion generation for diversity. Extensive experiments demonstrate that each module achieves state-of-the-art performance in its respective domain. Collectively, they enable virtual characters to initiate and sustain dialogues autonomously, while evolving their socio-psychological states. Concurrently, these characters can perform contextually relevant bodily movements. Additionally, a motion captioning module further allows the virtual character to recognize and appropriately respond to human players' actions. Homepage: https://digital-life-project.com/
MuGa-VTON: Multi-Garment Virtual Try-On via Diffusion Transformers with Prompt Customization
Virtual try-on seeks to generate photorealistic images of individuals in desired garments, a task that must simultaneously preserve personal identity and garment fidelity for practical use in fashion retail and personalization. However, existing methods typically handle upper and lower garments separately, rely on heavy preprocessing, and often fail to preserve person-specific cues such as tattoos, accessories, and body shape-resulting in limited realism and flexibility. To this end, we introduce MuGa-VTON, a unified multi-garment diffusion framework that jointly models upper and lower garments together with person identity in a shared latent space. Specifically, we proposed three key modules: the Garment Representation Module (GRM) for capturing both garment semantics, the Person Representation Module (PRM) for encoding identity and pose cues, and the A-DiT fusion module, which integrates garment, person, and text-prompt features through a diffusion transformer. This architecture supports prompt-based customization, allowing fine-grained garment modifications with minimal user input. Extensive experiments on the VITON-HD and DressCode benchmarks demonstrate that MuGa-VTON outperforms existing methods in both qualitative and quantitative evaluations, producing high-fidelity, identity-preserving results suitable for real-world virtual try-on applications.
Physics3D: Learning Physical Properties of 3D Gaussians via Video Diffusion
In recent years, there has been rapid development in 3D generation models, opening up new possibilities for applications such as simulating the dynamic movements of 3D objects and customizing their behaviors. However, current 3D generative models tend to focus only on surface features such as color and shape, neglecting the inherent physical properties that govern the behavior of objects in the real world. To accurately simulate physics-aligned dynamics, it is essential to predict the physical properties of materials and incorporate them into the behavior prediction process. Nonetheless, predicting the diverse materials of real-world objects is still challenging due to the complex nature of their physical attributes. In this paper, we propose Physics3D, a novel method for learning various physical properties of 3D objects through a video diffusion model. Our approach involves designing a highly generalizable physical simulation system based on a viscoelastic material model, which enables us to simulate a wide range of materials with high-fidelity capabilities. Moreover, we distill the physical priors from a video diffusion model that contains more understanding of realistic object materials. Extensive experiments demonstrate the effectiveness of our method with both elastic and plastic materials. Physics3D shows great potential for bridging the gap between the physical world and virtual neural space, providing a better integration and application of realistic physical principles in virtual environments. Project page: https://liuff19.github.io/Physics3D.
A Recipe for Generating 3D Worlds From a Single Image
We introduce a recipe for generating immersive 3D worlds from a single image by framing the task as an in-context learning problem for 2D inpainting models. This approach requires minimal training and uses existing generative models. Our process involves two steps: generating coherent panoramas using a pre-trained diffusion model and lifting these into 3D with a metric depth estimator. We then fill unobserved regions by conditioning the inpainting model on rendered point clouds, requiring minimal fine-tuning. Tested on both synthetic and real images, our method produces high-quality 3D environments suitable for VR display. By explicitly modeling the 3D structure of the generated environment from the start, our approach consistently outperforms state-of-the-art, video synthesis-based methods along multiple quantitative image quality metrics. Project Page: https://katjaschwarz.github.io/worlds/
Physics-based Motion Retargeting from Sparse Inputs
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.
FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding
We propose FlashAvatar, a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a consumer-grade GPU. To achieve this, we maintain a uniform 3D Gaussian field embedded in the surface of a parametric face model and learn extra spatial offset to model non-surface regions and subtle facial details. While full use of geometric priors can capture high-frequency facial details and preserve exaggerated expressions, proper initialization can help reduce the number of Gaussians, thus enabling super-fast rendering speed. Extensive experimental results demonstrate that FlashAvatar outperforms existing works regarding visual quality and personalized details and is almost an order of magnitude faster in rendering speed. Project page: https://ustc3dv.github.io/FlashAvatar/
Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives
We present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions -- including a novel "expert commentary" done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community. Project page: http://ego-exo4d-data.org/
50 Ways to Bake a Cookie: Mapping the Landscape of Procedural Texts
The web is full of guidance on a wide variety of tasks, from changing the oil in your car to baking an apple pie. However, as content is created independently, a single task could have thousands of corresponding procedural texts. This makes it difficult for users to view the bigger picture and understand the multiple ways the task could be accomplished. In this work we propose an unsupervised learning approach for summarizing multiple procedural texts into an intuitive graph representation, allowing users to easily explore commonalities and differences. We demonstrate our approach on recipes, a prominent example of procedural texts. User studies show that our representation is intuitive and coherent and that it has the potential to help users with several sensemaking tasks, including adapting recipes for a novice cook and finding creative ways to spice up a dish.
Can LLMs Simulate Personas with Reversed Performance? A Benchmark for Counterfactual Instruction Following
Large Language Models (LLMs) are now increasingly widely used to simulate personas in virtual environments, leveraging their instruction-following capability. However, we discovered that even state-of-the-art LLMs cannot simulate personas with reversed performance (e.g., student personas with low proficiency in educational settings), which impairs the simulation diversity and limits the practical applications of the simulated environments. In this work, using mathematical reasoning as a representative scenario, we propose the first benchmark dataset for evaluating LLMs on simulating personas with reversed performance, a capability that we dub "counterfactual instruction following". We evaluate both open-weight and closed-source LLMs on this task and find that LLMs, including the OpenAI o1 reasoning model, all struggle to follow counterfactual instructions for simulating reversedly performing personas. Intersectionally simulating both the performance level and the race population of a persona worsens the effect even further. These results highlight the challenges of counterfactual instruction following and the need for further research.
Wear-Any-Way: Manipulable Virtual Try-on via Sparse Correspondence Alignment
This paper introduces a novel framework for virtual try-on, termed Wear-Any-Way. Different from previous methods, Wear-Any-Way is a customizable solution. Besides generating high-fidelity results, our method supports users to precisely manipulate the wearing style. To achieve this goal, we first construct a strong pipeline for standard virtual try-on, supporting single/multiple garment try-on and model-to-model settings in complicated scenarios. To make it manipulable, we propose sparse correspondence alignment which involves point-based control to guide the generation for specific locations. With this design, Wear-Any-Way gets state-of-the-art performance for the standard setting and provides a novel interaction form for customizing the wearing style. For instance, it supports users to drag the sleeve to make it rolled up, drag the coat to make it open, and utilize clicks to control the style of tuck, etc. Wear-Any-Way enables more liberated and flexible expressions of the attires, holding profound implications in the fashion industry.
MULTISCRIPT: Multimodal Script Learning for Supporting Open Domain Everyday Tasks
Automatically generating scripts (i.e. sequences of key steps described in text) from video demonstrations and reasoning about the subsequent steps are crucial to the modern AI virtual assistants to guide humans to complete everyday tasks, especially unfamiliar ones. However, current methods for generative script learning rely heavily on well-structured preceding steps described in text and/or images or are limited to a certain domain, resulting in a disparity with real-world user scenarios. To address these limitations, we present a new benchmark challenge -- MultiScript, with two new tasks on task-oriented multimodal script learning: (1) multimodal script generation, and (2) subsequent step prediction. For both tasks, the input consists of a target task name and a video illustrating what has been done to complete the target task, and the expected output is (1) a sequence of structured step descriptions in text based on the demonstration video, and (2) a single text description for the subsequent step, respectively. Built from WikiHow, MultiScript covers multimodal scripts in videos and text descriptions for over 6,655 human everyday tasks across 19 diverse domains. To establish baseline performance on MultiScript, we propose two knowledge-guided multimodal generative frameworks that incorporate the task-related knowledge prompted from large language models such as Vicuna. Experimental results show that our proposed approaches significantly improve over the competitive baselines.
Generative AI for learning: Investigating the potential of synthetic learning videos
Recent advances in generative artificial intelligence (AI) have captured worldwide attention. Tools such as Dalle-2 and ChatGPT suggest that tasks previously thought to be beyond the capabilities of AI may now augment the productivity of creative media in various new ways, including through the generation of synthetic video. This research paper explores the utility of using AI-generated synthetic video to create viable educational content for online educational settings. To date, there is limited research investigating the real-world educational value of AI-generated synthetic media. To address this gap, we examined the impact of using AI-generated synthetic video in an online learning platform on both learners content acquisition and learning experience. We took a mixed-method approach, randomly assigning adult learners (n=83) into one of two micro-learning conditions, collecting pre- and post-learning assessments, and surveying participants on their learning experience. The control condition included a traditionally produced instructor video, while the experimental condition included a synthetic video with a realistic AI-generated character. The results show that learners in both conditions demonstrated significant improvement from pre- to post-learning (p<.001), with no significant differences in gains between the two conditions (p=.80). In addition, no differences were observed in how learners perceived the traditional and synthetic videos. These findings suggest that AI-generated synthetic learning videos have the potential to be a viable substitute for videos produced via traditional methods in online educational settings, making high quality educational content more accessible across the globe.
Make-it-Real: Unleashing Large Multimodal Model's Ability for Painting 3D Objects with Realistic Materials
Physically realistic materials are pivotal in augmenting the realism of 3D assets across various applications and lighting conditions. However, existing 3D assets and generative models often lack authentic material properties. Manual assignment of materials using graphic software is a tedious and time-consuming task. In this paper, we exploit advancements in Multimodal Large Language Models (MLLMs), particularly GPT-4V, to present a novel approach, Make-it-Real: 1) We demonstrate that GPT-4V can effectively recognize and describe materials, allowing the construction of a detailed material library. 2) Utilizing a combination of visual cues and hierarchical text prompts, GPT-4V precisely identifies and aligns materials with the corresponding components of 3D objects. 3) The correctly matched materials are then meticulously applied as reference for the new SVBRDF material generation according to the original diffuse map, significantly enhancing their visual authenticity. Make-it-Real offers a streamlined integration into the 3D content creation workflow, showcasing its utility as an essential tool for developers of 3D assets.
CodePlot-CoT: Mathematical Visual Reasoning by Thinking with Code-Driven Images
Recent advances in Large Language Models (LLMs) and Vision Language Models (VLMs) have shown significant progress in mathematical reasoning, yet they still face a critical bottleneck with problems requiring visual assistance, such as drawing auxiliary lines or plotting functions to solve the problems. Most LLMs and VLMs are constrained to text-only reasoning chains, while multimodal unified models that can generate interleaved text and images lack the necessary precision and controllability for such tasks. To address this, we propose CodePlot-CoT, a code-driven Chain-of-Thought paradigm for "thinking with images" in mathematics. Our approach leverages the VLM to generate text reasoning as well as executable plotting code, which is then rendered into images as "visual thought", to solve mathematical problems. To achieve this, we first construct Math-VR, the first large-scale, bilingual dataset and benchmark for Mathematics problems with Visual Reasoning, comprising 178K samples. Second, to create high-quality training data, we develop a state-of-the-art image-to-code converter specialized for parsing complex mathematical figures into codes. Finally, using these training data, we train the CodePlot-CoT model for solving mathematical problems. Experimental results show that our model achieves up to 21% increase over base model on our new benchmark, fully validating the efficacy of our proposed code-driven reasoning paradigm. Our work opens a new direction for multimodal mathematical reasoning and provides the community with the first large-scale dataset, comprehensive benchmark, and strong approach for such problems. To facilitate future research, we make our datasets, code, and pretrained models publicly available at https://github.com/HKU-MMLab/Math-VR-CodePlot-CoT.
Improving Diffusion Models for Virtual Try-on
This paper considers image-based virtual try-on, which renders an image of a person wearing a curated garment, given a pair of images depicting the person and the garment, respectively. Previous works adapt existing exemplar-based inpainting diffusion models for virtual try-on to improve the naturalness of the generated visuals compared to other methods (e.g., GAN-based), but they fail to preserve the identity of the garments. To overcome this limitation, we propose a novel diffusion model that improves garment fidelity and generates authentic virtual try-on images. Our method, coined IDM-VTON, uses two different modules to encode the semantics of garment image; given the base UNet of the diffusion model, 1) the high-level semantics extracted from a visual encoder are fused to the cross-attention layer, and then 2) the low-level features extracted from parallel UNet are fused to the self-attention layer. In addition, we provide detailed textual prompts for both garment and person images to enhance the authenticity of the generated visuals. Finally, we present a customization method using a pair of person-garment images, which significantly improves fidelity and authenticity. Our experimental results show that our method outperforms previous approaches (both diffusion-based and GAN-based) in preserving garment details and generating authentic virtual try-on images, both qualitatively and quantitatively. Furthermore, the proposed customization method demonstrates its effectiveness in a real-world scenario.
Inverse Virtual Try-On: Generating Multi-Category Product-Style Images from Clothed Individuals
While virtual try-on (VTON) systems aim to render a garment onto a target person image, this paper tackles the novel task of virtual try-off (VTOFF), which addresses the inverse problem: generating standardized product images of garments from real-world photos of clothed individuals. Unlike VTON, which must resolve diverse pose and style variations, VTOFF benefits from a consistent and well-defined output format -- typically a flat, lay-down-style representation of the garment -- making it a promising tool for data generation and dataset enhancement. However, existing VTOFF approaches face two major limitations: (i) difficulty in disentangling garment features from occlusions and complex poses, often leading to visual artifacts, and (ii) restricted applicability to single-category garments (e.g., upper-body clothes only), limiting generalization. To address these challenges, we present Text-Enhanced MUlti-category Virtual Try-Off (TEMU-VTOFF), a novel architecture featuring a dual DiT-based backbone with a modified multimodal attention mechanism for robust garment feature extraction. Our architecture is designed to receive garment information from multiple modalities like images, text, and masks to work in a multi-category setting. Finally, we propose an additional alignment module to further refine the generated visual details. Experiments on VITON-HD and Dress Code datasets show that TEMU-VTOFF sets a new state-of-the-art on the VTOFF task, significantly improving both visual quality and fidelity to the target garments.
