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Mar 11

Conditional Image-to-Video Generation with Latent Flow Diffusion Models

Conditional image-to-video (cI2V) generation aims to synthesize a new plausible video starting from an image (e.g., a person's face) and a condition (e.g., an action class label like smile). The key challenge of the cI2V task lies in the simultaneous generation of realistic spatial appearance and temporal dynamics corresponding to the given image and condition. In this paper, we propose an approach for cI2V using novel latent flow diffusion models (LFDM) that synthesize an optical flow sequence in the latent space based on the given condition to warp the given image. Compared to previous direct-synthesis-based works, our proposed LFDM can better synthesize spatial details and temporal motion by fully utilizing the spatial content of the given image and warping it in the latent space according to the generated temporally-coherent flow. The training of LFDM consists of two separate stages: (1) an unsupervised learning stage to train a latent flow auto-encoder for spatial content generation, including a flow predictor to estimate latent flow between pairs of video frames, and (2) a conditional learning stage to train a 3D-UNet-based diffusion model (DM) for temporal latent flow generation. Unlike previous DMs operating in pixel space or latent feature space that couples spatial and temporal information, the DM in our LFDM only needs to learn a low-dimensional latent flow space for motion generation, thus being more computationally efficient. We conduct comprehensive experiments on multiple datasets, where LFDM consistently outperforms prior arts. Furthermore, we show that LFDM can be easily adapted to new domains by simply finetuning the image decoder. Our code is available at https://github.com/nihaomiao/CVPR23_LFDM.

4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency

Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize the entire dynamic 3D scene. However, as these pipelines generate 4D content from text or image inputs, they incur significant time and effort in prompt engineering through trial and error. This work introduces 4DGen, a novel, holistic framework for grounded 4D content creation that decomposes the 4D generation task into multiple stages. We identify static 3D assets and monocular video sequences as key components in constructing the 4D content. Our pipeline facilitates conditional 4D generation, enabling users to specify geometry (3D assets) and motion (monocular videos), thus offering superior control over content creation. Furthermore, we construct our 4D representation using dynamic 3D Gaussians, which permits efficient, high-resolution supervision through rendering during training, thereby facilitating high-quality 4D generation. Additionally, we employ spatial-temporal pseudo labels on anchor frames, along with seamless consistency priors implemented through 3D-aware score distillation sampling and smoothness regularizations. Compared to existing baselines, our approach yields competitive results in faithfully reconstructing input signals and realistically inferring renderings from novel viewpoints and timesteps. Most importantly, our method supports grounded generation, offering users enhanced control, a feature difficult to achieve with previous methods. Project page: https://vita-group.github.io/4DGen/

Diffusion4D: Fast Spatial-temporal Consistent 4D Generation via Video Diffusion Models

The availability of large-scale multimodal datasets and advancements in diffusion models have significantly accelerated progress in 4D content generation. Most prior approaches rely on multiple image or video diffusion models, utilizing score distillation sampling for optimization or generating pseudo novel views for direct supervision. However, these methods are hindered by slow optimization speeds and multi-view inconsistency issues. Spatial and temporal consistency in 4D geometry has been extensively explored respectively in 3D-aware diffusion models and traditional monocular video diffusion models. Building on this foundation, we propose a strategy to migrate the temporal consistency in video diffusion models to the spatial-temporal consistency required for 4D generation. Specifically, we present a novel framework, Diffusion4D, for efficient and scalable 4D content generation. Leveraging a meticulously curated dynamic 3D dataset, we develop a 4D-aware video diffusion model capable of synthesizing orbital views of dynamic 3D assets. To control the dynamic strength of these assets, we introduce a 3D-to-4D motion magnitude metric as guidance. Additionally, we propose a novel motion magnitude reconstruction loss and 3D-aware classifier-free guidance to refine the learning and generation of motion dynamics. After obtaining orbital views of the 4D asset, we perform explicit 4D construction with Gaussian splatting in a coarse-to-fine manner. The synthesized multi-view consistent 4D image set enables us to swiftly generate high-fidelity and diverse 4D assets within just several minutes. Extensive experiments demonstrate that our method surpasses prior state-of-the-art techniques in terms of generation efficiency and 4D geometry consistency across various prompt modalities.

Hierarchical Spatio-temporal Decoupling for Text-to-Video Generation

Despite diffusion models having shown powerful abilities to generate photorealistic images, generating videos that are realistic and diverse still remains in its infancy. One of the key reasons is that current methods intertwine spatial content and temporal dynamics together, leading to a notably increased complexity of text-to-video generation (T2V). In this work, we propose HiGen, a diffusion model-based method that improves performance by decoupling the spatial and temporal factors of videos from two perspectives, i.e., structure level and content level. At the structure level, we decompose the T2V task into two steps, including spatial reasoning and temporal reasoning, using a unified denoiser. Specifically, we generate spatially coherent priors using text during spatial reasoning and then generate temporally coherent motions from these priors during temporal reasoning. At the content level, we extract two subtle cues from the content of the input video that can express motion and appearance changes, respectively. These two cues then guide the model's training for generating videos, enabling flexible content variations and enhancing temporal stability. Through the decoupled paradigm, HiGen can effectively reduce the complexity of this task and generate realistic videos with semantics accuracy and motion stability. Extensive experiments demonstrate the superior performance of HiGen over the state-of-the-art T2V methods.

CGB-DM: Content and Graphic Balance Layout Generation with Transformer-based Diffusion Model

Layout generation is the foundation task of intelligent design, which requires the integration of visual aesthetics and harmonious expression of content delivery. However, existing methods still face challenges in generating precise and visually appealing layouts, including blocking, overlap, or spatial misalignment between layouts, which are closely related to the spatial structure of graphic layouts. We find that these methods overly focus on content information and lack constraints on layout spatial structure, resulting in an imbalance of learning content-aware and graphic-aware features. To tackle this issue, we propose Content and Graphic Balance Layout Generation with Transformer-based Diffusion Model (CGB-DM). Specifically, we first design a regulator that balances the predicted content and graphic weight, overcoming the tendency of paying more attention to the content on canvas. Secondly, we introduce a graphic constraint of saliency bounding box to further enhance the alignment of geometric features between layout representations and images. In addition, we adapt a transformer-based diffusion model as the backbone, whose powerful generation capability ensures the quality in layout generation. Extensive experimental results indicate that our method has achieved state-of-the-art performance in both quantitative and qualitative evaluations. Our model framework can also be expanded to other graphic design fields.

InstantStyle-Plus: Style Transfer with Content-Preserving in Text-to-Image Generation

Style transfer is an inventive process designed to create an image that maintains the essence of the original while embracing the visual style of another. Although diffusion models have demonstrated impressive generative power in personalized subject-driven or style-driven applications, existing state-of-the-art methods still encounter difficulties in achieving a seamless balance between content preservation and style enhancement. For example, amplifying the style's influence can often undermine the structural integrity of the content. To address these challenges, we deconstruct the style transfer task into three core elements: 1) Style, focusing on the image's aesthetic characteristics; 2) Spatial Structure, concerning the geometric arrangement and composition of visual elements; and 3) Semantic Content, which captures the conceptual meaning of the image. Guided by these principles, we introduce InstantStyle-Plus, an approach that prioritizes the integrity of the original content while seamlessly integrating the target style. Specifically, our method accomplishes style injection through an efficient, lightweight process, utilizing the cutting-edge InstantStyle framework. To reinforce the content preservation, we initiate the process with an inverted content latent noise and a versatile plug-and-play tile ControlNet for preserving the original image's intrinsic layout. We also incorporate a global semantic adapter to enhance the semantic content's fidelity. To safeguard against the dilution of style information, a style extractor is employed as discriminator for providing supplementary style guidance. Codes will be available at https://github.com/instantX-research/InstantStyle-Plus.

Few-Shot Font Generation by Learning Fine-Grained Local Styles

Few-shot font generation (FFG), which aims to generate a new font with a few examples, is gaining increasing attention due to the significant reduction in labor cost. A typical FFG pipeline considers characters in a standard font library as content glyphs and transfers them to a new target font by extracting style information from the reference glyphs. Most existing solutions explicitly disentangle content and style of reference glyphs globally or component-wisely. However, the style of glyphs mainly lies in the local details, i.e. the styles of radicals, components, and strokes together depict the style of a glyph. Therefore, even a single character can contain different styles distributed over spatial locations. In this paper, we propose a new font generation approach by learning 1) the fine-grained local styles from references, and 2) the spatial correspondence between the content and reference glyphs. Therefore, each spatial location in the content glyph can be assigned with the right fine-grained style. To this end, we adopt cross-attention over the representation of the content glyphs as the queries and the representations of the reference glyphs as the keys and values. Instead of explicitly disentangling global or component-wise modeling, the cross-attention mechanism can attend to the right local styles in the reference glyphs and aggregate the reference styles into a fine-grained style representation for the given content glyphs. The experiments show that the proposed method outperforms the state-of-the-art methods in FFG. In particular, the user studies also demonstrate the style consistency of our approach significantly outperforms previous methods.

STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians

Recent progress in pre-trained diffusion models and 3D generation have spurred interest in 4D content creation. However, achieving high-fidelity 4D generation with spatial-temporal consistency remains a challenge. In this work, we propose STAG4D, a novel framework that combines pre-trained diffusion models with dynamic 3D Gaussian splatting for high-fidelity 4D generation. Drawing inspiration from 3D generation techniques, we utilize a multi-view diffusion model to initialize multi-view images anchoring on the input video frames, where the video can be either real-world captured or generated by a video diffusion model. To ensure the temporal consistency of the multi-view sequence initialization, we introduce a simple yet effective fusion strategy to leverage the first frame as a temporal anchor in the self-attention computation. With the almost consistent multi-view sequences, we then apply the score distillation sampling to optimize the 4D Gaussian point cloud. The 4D Gaussian spatting is specially crafted for the generation task, where an adaptive densification strategy is proposed to mitigate the unstable Gaussian gradient for robust optimization. Notably, the proposed pipeline does not require any pre-training or fine-tuning of diffusion networks, offering a more accessible and practical solution for the 4D generation task. Extensive experiments demonstrate that our method outperforms prior 4D generation works in rendering quality, spatial-temporal consistency, and generation robustness, setting a new state-of-the-art for 4D generation from diverse inputs, including text, image, and video.

DragNUWA: Fine-grained Control in Video Generation by Integrating Text, Image, and Trajectory

Controllable video generation has gained significant attention in recent years. However, two main limitations persist: Firstly, most existing works focus on either text, image, or trajectory-based control, leading to an inability to achieve fine-grained control in videos. Secondly, trajectory control research is still in its early stages, with most experiments being conducted on simple datasets like Human3.6M. This constraint limits the models' capability to process open-domain images and effectively handle complex curved trajectories. In this paper, we propose DragNUWA, an open-domain diffusion-based video generation model. To tackle the issue of insufficient control granularity in existing works, we simultaneously introduce text, image, and trajectory information to provide fine-grained control over video content from semantic, spatial, and temporal perspectives. To resolve the problem of limited open-domain trajectory control in current research, We propose trajectory modeling with three aspects: a Trajectory Sampler (TS) to enable open-domain control of arbitrary trajectories, a Multiscale Fusion (MF) to control trajectories in different granularities, and an Adaptive Training (AT) strategy to generate consistent videos following trajectories. Our experiments validate the effectiveness of DragNUWA, demonstrating its superior performance in fine-grained control in video generation. The homepage link is https://www.microsoft.com/en-us/research/project/dragnuwa/

4Diffusion: Multi-view Video Diffusion Model for 4D Generation

Current 4D generation methods have achieved noteworthy efficacy with the aid of advanced diffusion generative models. However, these methods lack multi-view spatial-temporal modeling and encounter challenges in integrating diverse prior knowledge from multiple diffusion models, resulting in inconsistent temporal appearance and flickers. In this paper, we propose a novel 4D generation pipeline, namely 4Diffusion aimed at generating spatial-temporally consistent 4D content from a monocular video. We first design a unified diffusion model tailored for multi-view video generation by incorporating a learnable motion module into a frozen 3D-aware diffusion model to capture multi-view spatial-temporal correlations. After training on a curated dataset, our diffusion model acquires reasonable temporal consistency and inherently preserves the generalizability and spatial consistency of the 3D-aware diffusion model. Subsequently, we propose 4D-aware Score Distillation Sampling loss, which is based on our multi-view video diffusion model, to optimize 4D representation parameterized by dynamic NeRF. This aims to eliminate discrepancies arising from multiple diffusion models, allowing for generating spatial-temporally consistent 4D content. Moreover, we devise an anchor loss to enhance the appearance details and facilitate the learning of dynamic NeRF. Extensive qualitative and quantitative experiments demonstrate that our method achieves superior performance compared to previous methods.

LivePhoto: Real Image Animation with Text-guided Motion Control

Despite the recent progress in text-to-video generation, existing studies usually overlook the issue that only spatial contents but not temporal motions in synthesized videos are under the control of text. Towards such a challenge, this work presents a practical system, named LivePhoto, which allows users to animate an image of their interest with text descriptions. We first establish a strong baseline that helps a well-learned text-to-image generator (i.e., Stable Diffusion) take an image as a further input. We then equip the improved generator with a motion module for temporal modeling and propose a carefully designed training pipeline to better link texts and motions. In particular, considering the facts that (1) text can only describe motions roughly (e.g., regardless of the moving speed) and (2) text may include both content and motion descriptions, we introduce a motion intensity estimation module as well as a text re-weighting module to reduce the ambiguity of text-to-motion mapping. Empirical evidence suggests that our approach is capable of well decoding motion-related textual instructions into videos, such as actions, camera movements, or even conjuring new contents from thin air (e.g., pouring water into an empty glass). Interestingly, thanks to the proposed intensity learning mechanism, our system offers users an additional control signal (i.e., the motion intensity) besides text for video customization.

Zero-shot spatial layout conditioning for text-to-image diffusion models

Large-scale text-to-image diffusion models have significantly improved the state of the art in generative image modelling and allow for an intuitive and powerful user interface to drive the image generation process. Expressing spatial constraints, e.g. to position specific objects in particular locations, is cumbersome using text; and current text-based image generation models are not able to accurately follow such instructions. In this paper we consider image generation from text associated with segments on the image canvas, which combines an intuitive natural language interface with precise spatial control over the generated content. We propose ZestGuide, a zero-shot segmentation guidance approach that can be plugged into pre-trained text-to-image diffusion models, and does not require any additional training. It leverages implicit segmentation maps that can be extracted from cross-attention layers, and uses them to align the generation with input masks. Our experimental results combine high image quality with accurate alignment of generated content with input segmentations, and improve over prior work both quantitatively and qualitatively, including methods that require training on images with corresponding segmentations. Compared to Paint with Words, the previous state-of-the art in image generation with zero-shot segmentation conditioning, we improve by 5 to 10 mIoU points on the COCO dataset with similar FID scores.

LucidDreaming: Controllable Object-Centric 3D Generation

With the recent development of generative models, Text-to-3D generations have also seen significant growth. Nonetheless, achieving precise control over 3D generation continues to be an arduous task, as using text to control often leads to missing objects and imprecise locations. Contemporary strategies for enhancing controllability in 3D generation often entail the introduction of additional parameters, such as customized diffusion models. This often induces hardness in adapting to different diffusion models or creating distinct objects. In this paper, we present LucidDreaming as an effective pipeline capable of fine-grained control over 3D generation. It requires only minimal input of 3D bounding boxes, which can be deduced from a simple text prompt using a Large Language Model. Specifically, we propose clipped ray sampling to separately render and optimize objects with user specifications. We also introduce object-centric density blob bias, fostering the separation of generated objects. With individual rendering and optimizing of objects, our method excels not only in controlled content generation from scratch but also within the pre-trained NeRF scenes. In such scenarios, existing generative approaches often disrupt the integrity of the original scene, and current editing methods struggle to synthesize new content in empty spaces. We show that our method exhibits remarkable adaptability across a spectrum of mainstream Score Distillation Sampling-based 3D generation frameworks, and achieves superior alignment of 3D content when compared to baseline approaches. We also provide a dataset of prompts with 3D bounding boxes, benchmarking 3D spatial controllability.

VideoBooth: Diffusion-based Video Generation with Image Prompts

Text-driven video generation witnesses rapid progress. However, merely using text prompts is not enough to depict the desired subject appearance that accurately aligns with users' intents, especially for customized content creation. In this paper, we study the task of video generation with image prompts, which provide more accurate and direct content control beyond the text prompts. Specifically, we propose a feed-forward framework VideoBooth, with two dedicated designs: 1) We propose to embed image prompts in a coarse-to-fine manner. Coarse visual embeddings from image encoder provide high-level encodings of image prompts, while fine visual embeddings from the proposed attention injection module provide multi-scale and detailed encoding of image prompts. These two complementary embeddings can faithfully capture the desired appearance. 2) In the attention injection module at fine level, multi-scale image prompts are fed into different cross-frame attention layers as additional keys and values. This extra spatial information refines the details in the first frame and then it is propagated to the remaining frames, which maintains temporal consistency. Extensive experiments demonstrate that VideoBooth achieves state-of-the-art performance in generating customized high-quality videos with subjects specified in image prompts. Notably, VideoBooth is a generalizable framework where a single model works for a wide range of image prompts with feed-forward pass.

Plug-and-Play Diffusion Features for Text-Driven Image-to-Image Translation

Large-scale text-to-image generative models have been a revolutionary breakthrough in the evolution of generative AI, allowing us to synthesize diverse images that convey highly complex visual concepts. However, a pivotal challenge in leveraging such models for real-world content creation tasks is providing users with control over the generated content. In this paper, we present a new framework that takes text-to-image synthesis to the realm of image-to-image translation -- given a guidance image and a target text prompt, our method harnesses the power of a pre-trained text-to-image diffusion model to generate a new image that complies with the target text, while preserving the semantic layout of the source image. Specifically, we observe and empirically demonstrate that fine-grained control over the generated structure can be achieved by manipulating spatial features and their self-attention inside the model. This results in a simple and effective approach, where features extracted from the guidance image are directly injected into the generation process of the target image, requiring no training or fine-tuning and applicable for both real or generated guidance images. We demonstrate high-quality results on versatile text-guided image translation tasks, including translating sketches, rough drawings and animations into realistic images, changing of the class and appearance of objects in a given image, and modifications of global qualities such as lighting and color.

Urban Architect: Steerable 3D Urban Scene Generation with Layout Prior

Text-to-3D generation has achieved remarkable success via large-scale text-to-image diffusion models. Nevertheless, there is no paradigm for scaling up the methodology to urban scale. Urban scenes, characterized by numerous elements, intricate arrangement relationships, and vast scale, present a formidable barrier to the interpretability of ambiguous textual descriptions for effective model optimization. In this work, we surmount the limitations by introducing a compositional 3D layout representation into text-to-3D paradigm, serving as an additional prior. It comprises a set of semantic primitives with simple geometric structures and explicit arrangement relationships, complementing textual descriptions and enabling steerable generation. Upon this, we propose two modifications -- (1) We introduce Layout-Guided Variational Score Distillation to address model optimization inadequacies. It conditions the score distillation sampling process with geometric and semantic constraints of 3D layouts. (2) To handle the unbounded nature of urban scenes, we represent 3D scene with a Scalable Hash Grid structure, incrementally adapting to the growing scale of urban scenes. Extensive experiments substantiate the capability of our framework to scale text-to-3D generation to large-scale urban scenes that cover over 1000m driving distance for the first time. We also present various scene editing demonstrations, showing the powers of steerable urban scene generation. Website: https://urbanarchitect.github.io.

Getting it Right: Improving Spatial Consistency in Text-to-Image Models

One of the key shortcomings in current text-to-image (T2I) models is their inability to consistently generate images which faithfully follow the spatial relationships specified in the text prompt. In this paper, we offer a comprehensive investigation of this limitation, while also developing datasets and methods that achieve state-of-the-art performance. First, we find that current vision-language datasets do not represent spatial relationships well enough; to alleviate this bottleneck, we create SPRIGHT, the first spatially-focused, large scale dataset, by re-captioning 6 million images from 4 widely used vision datasets. Through a 3-fold evaluation and analysis pipeline, we find that SPRIGHT largely improves upon existing datasets in capturing spatial relationships. To demonstrate its efficacy, we leverage only ~0.25% of SPRIGHT and achieve a 22% improvement in generating spatially accurate images while also improving the FID and CMMD scores. Secondly, we find that training on images containing a large number of objects results in substantial improvements in spatial consistency. Notably, we attain state-of-the-art on T2I-CompBench with a spatial score of 0.2133, by fine-tuning on <500 images. Finally, through a set of controlled experiments and ablations, we document multiple findings that we believe will enhance the understanding of factors that affect spatial consistency in text-to-image models. We publicly release our dataset and model to foster further research in this area.

Text2Earth: Unlocking Text-driven Remote Sensing Image Generation with a Global-Scale Dataset and a Foundation Model

Generative foundation models have advanced large-scale text-driven natural image generation, becoming a prominent research trend across various vertical domains. However, in the remote sensing field, there is still a lack of research on large-scale text-to-image (text2image) generation technology. Existing remote sensing image-text datasets are small in scale and confined to specific geographic areas and scene types. Besides, existing text2image methods have struggled to achieve global-scale, multi-resolution controllable, and unbounded image generation. To address these challenges, this paper presents two key contributions: the Git-10M dataset and the Text2Earth foundation model. Git-10M is a global-scale image-text dataset comprising 10 million image-text pairs, 5 times larger than the previous largest one. The dataset covers a wide range of geographic scenes and contains resolution information, significantly surpassing existing datasets in both size and diversity. Building on Git-10M, we propose Text2Earth, a 1.3 billion parameter generative foundation model based on the diffusion framework to model global-scale remote sensing scenes. Text2Earth integrates a resolution guidance mechanism, enabling users to specify image resolutions. A dynamic condition adaptation strategy is proposed for training and inference to improve image quality. Text2Earth excels in zero-shot text2image generation and demonstrates robust generalization and flexibility across multiple tasks, including unbounded scene construction, image editing, and cross-modal image generation. This robust capability surpasses previous models restricted to the basic fixed size and limited scene types. On the previous benchmark dataset, Text2Earth outperforms previous models with an improvement of +26.23 FID and +20.95% Zero-shot Cls-OA metric.Our project page is https://chen-yang-liu.github.io/Text2Earth

Region-Aware Text-to-Image Generation via Hard Binding and Soft Refinement

In this paper, we present RAG, a Regional-Aware text-to-image Generation method conditioned on regional descriptions for precise layout composition. Regional prompting, or compositional generation, which enables fine-grained spatial control, has gained increasing attention for its practicality in real-world applications. However, previous methods either introduce additional trainable modules, thus only applicable to specific models, or manipulate on score maps within cross-attention layers using attention masks, resulting in limited control strength when the number of regions increases. To handle these limitations, we decouple the multi-region generation into two sub-tasks, the construction of individual region (Regional Hard Binding) that ensures the regional prompt is properly executed, and the overall detail refinement (Regional Soft Refinement) over regions that dismiss the visual boundaries and enhance adjacent interactions. Furthermore, RAG novelly makes repainting feasible, where users can modify specific unsatisfied regions in the last generation while keeping all other regions unchanged, without relying on additional inpainting models. Our approach is tuning-free and applicable to other frameworks as an enhancement to the prompt following property. Quantitative and qualitative experiments demonstrate that RAG achieves superior performance over attribute binding and object relationship than previous tuning-free methods.

DropletVideo: A Dataset and Approach to Explore Integral Spatio-Temporal Consistent Video Generation

Spatio-temporal consistency is a critical research topic in video generation. A qualified generated video segment must ensure plot plausibility and coherence while maintaining visual consistency of objects and scenes across varying viewpoints. Prior research, especially in open-source projects, primarily focuses on either temporal or spatial consistency, or their basic combination, such as appending a description of a camera movement after a prompt without constraining the outcomes of this movement. However, camera movement may introduce new objects to the scene or eliminate existing ones, thereby overlaying and affecting the preceding narrative. Especially in videos with numerous camera movements, the interplay between multiple plots becomes increasingly complex. This paper introduces and examines integral spatio-temporal consistency, considering the synergy between plot progression and camera techniques, and the long-term impact of prior content on subsequent generation. Our research encompasses dataset construction through to the development of the model. Initially, we constructed a DropletVideo-10M dataset, which comprises 10 million videos featuring dynamic camera motion and object actions. Each video is annotated with an average caption of 206 words, detailing various camera movements and plot developments. Following this, we developed and trained the DropletVideo model, which excels in preserving spatio-temporal coherence during video generation. The DropletVideo dataset and model are accessible at https://dropletx.github.io.

LLplace: The 3D Indoor Scene Layout Generation and Editing via Large Language Model

Designing 3D indoor layouts is a crucial task with significant applications in virtual reality, interior design, and automated space planning. Existing methods for 3D layout design either rely on diffusion models, which utilize spatial relationship priors, or heavily leverage the inferential capabilities of proprietary Large Language Models (LLMs), which require extensive prompt engineering and in-context exemplars via black-box trials. These methods often face limitations in generalization and dynamic scene editing. In this paper, we introduce LLplace, a novel 3D indoor scene layout designer based on lightweight fine-tuned open-source LLM Llama3. LLplace circumvents the need for spatial relationship priors and in-context exemplars, enabling efficient and credible room layout generation based solely on user inputs specifying the room type and desired objects. We curated a new dialogue dataset based on the 3D-Front dataset, expanding the original data volume and incorporating dialogue data for adding and removing objects. This dataset can enhance the LLM's spatial understanding. Furthermore, through dialogue, LLplace activates the LLM's capability to understand 3D layouts and perform dynamic scene editing, enabling the addition and removal of objects. Our approach demonstrates that LLplace can effectively generate and edit 3D indoor layouts interactively and outperform existing methods in delivering high-quality 3D design solutions. Code and dataset will be released.

OmniBooth: Learning Latent Control for Image Synthesis with Multi-modal Instruction

We present OmniBooth, an image generation framework that enables spatial control with instance-level multi-modal customization. For all instances, the multimodal instruction can be described through text prompts or image references. Given a set of user-defined masks and associated text or image guidance, our objective is to generate an image, where multiple objects are positioned at specified coordinates and their attributes are precisely aligned with the corresponding guidance. This approach significantly expands the scope of text-to-image generation, and elevates it to a more versatile and practical dimension in controllability. In this paper, our core contribution lies in the proposed latent control signals, a high-dimensional spatial feature that provides a unified representation to integrate the spatial, textual, and image conditions seamlessly. The text condition extends ControlNet to provide instance-level open-vocabulary generation. The image condition further enables fine-grained control with personalized identity. In practice, our method empowers users with more flexibility in controllable generation, as users can choose multi-modal conditions from text or images as needed. Furthermore, thorough experiments demonstrate our enhanced performance in image synthesis fidelity and alignment across different tasks and datasets. Project page: https://len-li.github.io/omnibooth-web/

LLM Blueprint: Enabling Text-to-Image Generation with Complex and Detailed Prompts

Diffusion-based generative models have significantly advanced text-to-image generation but encounter challenges when processing lengthy and intricate text prompts describing complex scenes with multiple objects. While excelling in generating images from short, single-object descriptions, these models often struggle to faithfully capture all the nuanced details within longer and more elaborate textual inputs. In response, we present a novel approach leveraging Large Language Models (LLMs) to extract critical components from text prompts, including bounding box coordinates for foreground objects, detailed textual descriptions for individual objects, and a succinct background context. These components form the foundation of our layout-to-image generation model, which operates in two phases. The initial Global Scene Generation utilizes object layouts and background context to create an initial scene but often falls short in faithfully representing object characteristics as specified in the prompts. To address this limitation, we introduce an Iterative Refinement Scheme that iteratively evaluates and refines box-level content to align them with their textual descriptions, recomposing objects as needed to ensure consistency. Our evaluation on complex prompts featuring multiple objects demonstrates a substantial improvement in recall compared to baseline diffusion models. This is further validated by a user study, underscoring the efficacy of our approach in generating coherent and detailed scenes from intricate textual inputs.

VideoFactory: Swap Attention in Spatiotemporal Diffusions for Text-to-Video Generation

We present VideoFactory, an innovative framework for generating high-quality open-domain videos. VideoFactory excels in producing high-definition (1376x768), widescreen (16:9) videos without watermarks, creating an engaging user experience. Generating videos guided by text instructions poses significant challenges, such as modeling the complex relationship between space and time, and the lack of large-scale text-video paired data. Previous approaches extend pretrained text-to-image generation models by adding temporal 1D convolution/attention modules for video generation. However, these approaches overlook the importance of jointly modeling space and time, inevitably leading to temporal distortions and misalignment between texts and videos. In this paper, we propose a novel approach that strengthens the interaction between spatial and temporal perceptions. In particular, we utilize a swapped cross-attention mechanism in 3D windows that alternates the "query" role between spatial and temporal blocks, enabling mutual reinforcement for each other. To fully unlock model capabilities for high-quality video generation, we curate a large-scale video dataset called HD-VG-130M. This dataset comprises 130 million text-video pairs from the open-domain, ensuring high-definition, widescreen and watermark-free characters. Objective metrics and user studies demonstrate the superiority of our approach in terms of per-frame quality, temporal correlation, and text-video alignment, with clear margins.

CoMPaSS: Enhancing Spatial Understanding in Text-to-Image Diffusion Models

Text-to-image diffusion models excel at generating photorealistic images, but commonly struggle to render accurate spatial relationships described in text prompts. We identify two core issues underlying this common failure: 1) the ambiguous nature of spatial-related data in existing datasets, and 2) the inability of current text encoders to accurately interpret the spatial semantics of input descriptions. We address these issues with CoMPaSS, a versatile training framework that enhances spatial understanding of any T2I diffusion model. CoMPaSS solves the ambiguity of spatial-related data with the Spatial Constraints-Oriented Pairing (SCOP) data engine, which curates spatially-accurate training data through a set of principled spatial constraints. To better exploit the curated high-quality spatial priors, CoMPaSS further introduces a Token ENcoding ORdering (TENOR) module to allow better exploitation of high-quality spatial priors, effectively compensating for the shortcoming of text encoders. Extensive experiments on four popular open-weight T2I diffusion models covering both UNet- and MMDiT-based architectures demonstrate the effectiveness of CoMPaSS by setting new state-of-the-arts with substantial relative gains across well-known benchmarks on spatial relationships generation, including VISOR (+98%), T2I-CompBench Spatial (+67%), and GenEval Position (+131%). Code will be available at https://github.com/blurgyy/CoMPaSS.

iControl3D: An Interactive System for Controllable 3D Scene Generation

3D content creation has long been a complex and time-consuming process, often requiring specialized skills and resources. While recent advancements have allowed for text-guided 3D object and scene generation, they still fall short of providing sufficient control over the generation process, leading to a gap between the user's creative vision and the generated results. In this paper, we present iControl3D, a novel interactive system that empowers users to generate and render customizable 3D scenes with precise control. To this end, a 3D creator interface has been developed to provide users with fine-grained control over the creation process. Technically, we leverage 3D meshes as an intermediary proxy to iteratively merge individual 2D diffusion-generated images into a cohesive and unified 3D scene representation. To ensure seamless integration of 3D meshes, we propose to perform boundary-aware depth alignment before fusing the newly generated mesh with the existing one in 3D space. Additionally, to effectively manage depth discrepancies between remote content and foreground, we propose to model remote content separately with an environment map instead of 3D meshes. Finally, our neural rendering interface enables users to build a radiance field of their scene online and navigate the entire scene. Extensive experiments have been conducted to demonstrate the effectiveness of our system. The code will be made available at https://github.com/xingyi-li/iControl3D.

Compositional 3D-aware Video Generation with LLM Director

Significant progress has been made in text-to-video generation through the use of powerful generative models and large-scale internet data. However, substantial challenges remain in precisely controlling individual concepts within the generated video, such as the motion and appearance of specific characters and the movement of viewpoints. In this work, we propose a novel paradigm that generates each concept in 3D representation separately and then composes them with priors from Large Language Models (LLM) and 2D diffusion models. Specifically, given an input textual prompt, our scheme consists of three stages: 1) We leverage LLM as the director to first decompose the complex query into several sub-prompts that indicate individual concepts within the video~(e.g., scene, objects, motions), then we let LLM to invoke pre-trained expert models to obtain corresponding 3D representations of concepts. 2) To compose these representations, we prompt multi-modal LLM to produce coarse guidance on the scales and coordinates of trajectories for the objects. 3) To make the generated frames adhere to natural image distribution, we further leverage 2D diffusion priors and use Score Distillation Sampling to refine the composition. Extensive experiments demonstrate that our method can generate high-fidelity videos from text with diverse motion and flexible control over each concept. Project page: https://aka.ms/c3v.

Composite Diffusion | whole >= Σparts

For an artist or a graphic designer, the spatial layout of a scene is a critical design choice. However, existing text-to-image diffusion models provide limited support for incorporating spatial information. This paper introduces Composite Diffusion as a means for artists to generate high-quality images by composing from the sub-scenes. The artists can specify the arrangement of these sub-scenes through a flexible free-form segment layout. They can describe the content of each sub-scene primarily using natural text and additionally by utilizing reference images or control inputs such as line art, scribbles, human pose, canny edges, and more. We provide a comprehensive and modular method for Composite Diffusion that enables alternative ways of generating, composing, and harmonizing sub-scenes. Further, we wish to evaluate the composite image for effectiveness in both image quality and achieving the artist's intent. We argue that existing image quality metrics lack a holistic evaluation of image composites. To address this, we propose novel quality criteria especially relevant to composite generation. We believe that our approach provides an intuitive method of art creation. Through extensive user surveys, quantitative and qualitative analysis, we show how it achieves greater spatial, semantic, and creative control over image generation. In addition, our methods do not need to retrain or modify the architecture of the base diffusion models and can work in a plug-and-play manner with the fine-tuned models.

CityDreamer4D: Compositional Generative Model of Unbounded 4D Cities

3D scene generation has garnered growing attention in recent years and has made significant progress. Generating 4D cities is more challenging than 3D scenes due to the presence of structurally complex, visually diverse objects like buildings and vehicles, and heightened human sensitivity to distortions in urban environments. To tackle these issues, we propose CityDreamer4D, a compositional generative model specifically tailored for generating unbounded 4D cities. Our main insights are 1) 4D city generation should separate dynamic objects (e.g., vehicles) from static scenes (e.g., buildings and roads), and 2) all objects in the 4D scene should be composed of different types of neural fields for buildings, vehicles, and background stuff. Specifically, we propose Traffic Scenario Generator and Unbounded Layout Generator to produce dynamic traffic scenarios and static city layouts using a highly compact BEV representation. Objects in 4D cities are generated by combining stuff-oriented and instance-oriented neural fields for background stuff, buildings, and vehicles. To suit the distinct characteristics of background stuff and instances, the neural fields employ customized generative hash grids and periodic positional embeddings as scene parameterizations. Furthermore, we offer a comprehensive suite of datasets for city generation, including OSM, GoogleEarth, and CityTopia. The OSM dataset provides a variety of real-world city layouts, while the Google Earth and CityTopia datasets deliver large-scale, high-quality city imagery complete with 3D instance annotations. Leveraging its compositional design, CityDreamer4D supports a range of downstream applications, such as instance editing, city stylization, and urban simulation, while delivering state-of-the-art performance in generating realistic 4D cities.

Mastering Text-to-Image Diffusion: Recaptioning, Planning, and Generating with Multimodal LLMs

Diffusion models have exhibit exceptional performance in text-to-image generation and editing. However, existing methods often face challenges when handling complex text prompts that involve multiple objects with multiple attributes and relationships. In this paper, we propose a brand new training-free text-to-image generation/editing framework, namely Recaption, Plan and Generate (RPG), harnessing the powerful chain-of-thought reasoning ability of multimodal LLMs to enhance the compositionality of text-to-image diffusion models. Our approach employs the MLLM as a global planner to decompose the process of generating complex images into multiple simpler generation tasks within subregions. We propose complementary regional diffusion to enable region-wise compositional generation. Furthermore, we integrate text-guided image generation and editing within the proposed RPG in a closed-loop fashion, thereby enhancing generalization ability. Extensive experiments demonstrate our RPG outperforms state-of-the-art text-to-image diffusion models, including DALL-E 3 and SDXL, particularly in multi-category object composition and text-image semantic alignment. Notably, our RPG framework exhibits wide compatibility with various MLLM architectures (e.g., MiniGPT-4) and diffusion backbones (e.g., ControlNet). Our code is available at: https://github.com/YangLing0818/RPG-DiffusionMaster

RepVideo: Rethinking Cross-Layer Representation for Video Generation

Video generation has achieved remarkable progress with the introduction of diffusion models, which have significantly improved the quality of generated videos. However, recent research has primarily focused on scaling up model training, while offering limited insights into the direct impact of representations on the video generation process. In this paper, we initially investigate the characteristics of features in intermediate layers, finding substantial variations in attention maps across different layers. These variations lead to unstable semantic representations and contribute to cumulative differences between features, which ultimately reduce the similarity between adjacent frames and negatively affect temporal coherence. To address this, we propose RepVideo, an enhanced representation framework for text-to-video diffusion models. By accumulating features from neighboring layers to form enriched representations, this approach captures more stable semantic information. These enhanced representations are then used as inputs to the attention mechanism, thereby improving semantic expressiveness while ensuring feature consistency across adjacent frames. Extensive experiments demonstrate that our RepVideo not only significantly enhances the ability to generate accurate spatial appearances, such as capturing complex spatial relationships between multiple objects, but also improves temporal consistency in video generation.

VideoDirectorGPT: Consistent Multi-scene Video Generation via LLM-Guided Planning

Although recent text-to-video (T2V) generation methods have seen significant advancements, most of these works focus on producing short video clips of a single event with a single background (i.e., single-scene videos). Meanwhile, recent large language models (LLMs) have demonstrated their capability in generating layouts and programs to control downstream visual modules such as image generation models. This raises an important question: can we leverage the knowledge embedded in these LLMs for temporally consistent long video generation? In this paper, we propose VideoDirectorGPT, a novel framework for consistent multi-scene video generation that uses the knowledge of LLMs for video content planning and grounded video generation. Specifically, given a single text prompt, we first ask our video planner LLM (GPT-4) to expand it into a 'video plan', which involves generating the scene descriptions, the entities with their respective layouts, the background for each scene, and consistency groupings of the entities and backgrounds. Next, guided by this output from the video planner, our video generator, Layout2Vid, has explicit control over spatial layouts and can maintain temporal consistency of entities/backgrounds across scenes, while only trained with image-level annotations. Our experiments demonstrate that VideoDirectorGPT framework substantially improves layout and movement control in both single- and multi-scene video generation and can generate multi-scene videos with visual consistency across scenes, while achieving competitive performance with SOTAs in open-domain single-scene T2V generation. We also demonstrate that our framework can dynamically control the strength for layout guidance and can also generate videos with user-provided images. We hope our framework can inspire future work on better integrating the planning ability of LLMs into consistent long video generation.

Training-free Composite Scene Generation for Layout-to-Image Synthesis

Recent breakthroughs in text-to-image diffusion models have significantly advanced the generation of high-fidelity, photo-realistic images from textual descriptions. Yet, these models often struggle with interpreting spatial arrangements from text, hindering their ability to produce images with precise spatial configurations. To bridge this gap, layout-to-image generation has emerged as a promising direction. However, training-based approaches are limited by the need for extensively annotated datasets, leading to high data acquisition costs and a constrained conceptual scope. Conversely, training-free methods face challenges in accurately locating and generating semantically similar objects within complex compositions. This paper introduces a novel training-free approach designed to overcome adversarial semantic intersections during the diffusion conditioning phase. By refining intra-token loss with selective sampling and enhancing the diffusion process with attention redistribution, we propose two innovative constraints: 1) an inter-token constraint that resolves token conflicts to ensure accurate concept synthesis; and 2) a self-attention constraint that improves pixel-to-pixel relationships. Our evaluations confirm the effectiveness of leveraging layout information for guiding the diffusion process, generating content-rich images with enhanced fidelity and complexity. Code is available at https://github.com/Papple-F/csg.git.

DreamSpace: Dreaming Your Room Space with Text-Driven Panoramic Texture Propagation

Diffusion-based methods have achieved prominent success in generating 2D media. However, accomplishing similar proficiencies for scene-level mesh texturing in 3D spatial applications, e.g., XR/VR, remains constrained, primarily due to the intricate nature of 3D geometry and the necessity for immersive free-viewpoint rendering. In this paper, we propose a novel indoor scene texturing framework, which delivers text-driven texture generation with enchanting details and authentic spatial coherence. The key insight is to first imagine a stylized 360{\deg} panoramic texture from the central viewpoint of the scene, and then propagate it to the rest areas with inpainting and imitating techniques. To ensure meaningful and aligned textures to the scene, we develop a novel coarse-to-fine panoramic texture generation approach with dual texture alignment, which both considers the geometry and texture cues of the captured scenes. To survive from cluttered geometries during texture propagation, we design a separated strategy, which conducts texture inpainting in confidential regions and then learns an implicit imitating network to synthesize textures in occluded and tiny structural areas. Extensive experiments and the immersive VR application on real-world indoor scenes demonstrate the high quality of the generated textures and the engaging experience on VR headsets. Project webpage: https://ybbbbt.com/publication/dreamspace

Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE

As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.

Improving Geo-diversity of Generated Images with Contextualized Vendi Score Guidance

With the growing popularity of text-to-image generative models, there has been increasing focus on understanding their risks and biases. Recent work has found that state-of-the-art models struggle to depict everyday objects with the true diversity of the real world and have notable gaps between geographic regions. In this work, we aim to increase the diversity of generated images of common objects such that per-region variations are representative of the real world. We introduce an inference time intervention, contextualized Vendi Score Guidance (c-VSG), that guides the backwards steps of latent diffusion models to increase the diversity of a sample as compared to a "memory bank" of previously generated images while constraining the amount of variation within that of an exemplar set of real-world contextualizing images. We evaluate c-VSG with two geographically representative datasets and find that it substantially increases the diversity of generated images, both for the worst performing regions and on average, while simultaneously maintaining or improving image quality and consistency. Additionally, qualitative analyses reveal that diversity of generated images is significantly improved, including along the lines of reductive region portrayals present in the original model. We hope that this work is a step towards text-to-image generative models that reflect the true geographic diversity of the world.

LinFusion: 1 GPU, 1 Minute, 16K Image

Modern diffusion models, particularly those utilizing a Transformer-based UNet for denoising, rely heavily on self-attention operations to manage complex spatial relationships, thus achieving impressive generation performance. However, this existing paradigm faces significant challenges in generating high-resolution visual content due to its quadratic time and memory complexity with respect to the number of spatial tokens. To address this limitation, we aim at a novel linear attention mechanism as an alternative in this paper. Specifically, we begin our exploration from recently introduced models with linear complexity, e.g., Mamba, Mamba2, and Gated Linear Attention, and identify two key features-attention normalization and non-causal inference-that enhance high-resolution visual generation performance. Building on these insights, we introduce a generalized linear attention paradigm, which serves as a low-rank approximation of a wide spectrum of popular linear token mixers. To save the training cost and better leverage pre-trained models, we initialize our models and distill the knowledge from pre-trained StableDiffusion (SD). We find that the distilled model, termed LinFusion, achieves performance on par with or superior to the original SD after only modest training, while significantly reducing time and memory complexity. Extensive experiments on SD-v1.5, SD-v2.1, and SD-XL demonstrate that LinFusion delivers satisfactory zero-shot cross-resolution generation performance, generating high-resolution images like 16K resolution. Moreover, it is highly compatible with pre-trained SD components, such as ControlNet and IP-Adapter, requiring no adaptation efforts. Codes are available at https://github.com/Huage001/LinFusion.

Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation

Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.

SpaText: Spatio-Textual Representation for Controllable Image Generation

Recent text-to-image diffusion models are able to generate convincing results of unprecedented quality. However, it is nearly impossible to control the shapes of different regions/objects or their layout in a fine-grained fashion. Previous attempts to provide such controls were hindered by their reliance on a fixed set of labels. To this end, we present SpaText - a new method for text-to-image generation using open-vocabulary scene control. In addition to a global text prompt that describes the entire scene, the user provides a segmentation map where each region of interest is annotated by a free-form natural language description. Due to lack of large-scale datasets that have a detailed textual description for each region in the image, we choose to leverage the current large-scale text-to-image datasets and base our approach on a novel CLIP-based spatio-textual representation, and show its effectiveness on two state-of-the-art diffusion models: pixel-based and latent-based. In addition, we show how to extend the classifier-free guidance method in diffusion models to the multi-conditional case and present an alternative accelerated inference algorithm. Finally, we offer several automatic evaluation metrics and use them, in addition to FID scores and a user study, to evaluate our method and show that it achieves state-of-the-art results on image generation with free-form textual scene control.

LAYOUTDREAMER: Physics-guided Layout for Text-to-3D Compositional Scene Generation

Recently, the field of text-guided 3D scene generation has garnered significant attention. High-quality generation that aligns with physical realism and high controllability is crucial for practical 3D scene applications. However, existing methods face fundamental limitations: (i) difficulty capturing complex relationships between multiple objects described in the text, (ii) inability to generate physically plausible scene layouts, and (iii) lack of controllability and extensibility in compositional scenes. In this paper, we introduce LayoutDreamer, a framework that leverages 3D Gaussian Splatting (3DGS) to facilitate high-quality, physically consistent compositional scene generation guided by text. Specifically, given a text prompt, we convert it into a directed scene graph and adaptively adjust the density and layout of the initial compositional 3D Gaussians. Subsequently, dynamic camera adjustments are made based on the training focal point to ensure entity-level generation quality. Finally, by extracting directed dependencies from the scene graph, we tailor physical and layout energy to ensure both realism and flexibility. Comprehensive experiments demonstrate that LayoutDreamer outperforms other compositional scene generation quality and semantic alignment methods. Specifically, it achieves state-of-the-art (SOTA) performance in the multiple objects generation metric of T3Bench.

MaGRITTe: Manipulative and Generative 3D Realization from Image, Topview and Text

The generation of 3D scenes from user-specified conditions offers a promising avenue for alleviating the production burden in 3D applications. Previous studies required significant effort to realize the desired scene, owing to limited control conditions. We propose a method for controlling and generating 3D scenes under multimodal conditions using partial images, layout information represented in the top view, and text prompts. Combining these conditions to generate a 3D scene involves the following significant difficulties: (1) the creation of large datasets, (2) reflection on the interaction of multimodal conditions, and (3) domain dependence of the layout conditions. We decompose the process of 3D scene generation into 2D image generation from the given conditions and 3D scene generation from 2D images. 2D image generation is achieved by fine-tuning a pretrained text-to-image model with a small artificial dataset of partial images and layouts, and 3D scene generation is achieved by layout-conditioned depth estimation and neural radiance fields (NeRF), thereby avoiding the creation of large datasets. The use of a common representation of spatial information using 360-degree images allows for the consideration of multimodal condition interactions and reduces the domain dependence of the layout control. The experimental results qualitatively and quantitatively demonstrated that the proposed method can generate 3D scenes in diverse domains, from indoor to outdoor, according to multimodal conditions.

GEO: Generative Engine Optimization

The advent of large language models (LLMs) has ushered in a new paradigm of search engines that use generative models to gather and summarize information to answer user queries. This emerging technology, which we formalize under the unified framework of generative engines (GEs), can generate accurate and personalized responses, rapidly replacing traditional search engines like Google and Bing. Generative Engines typically satisfy queries by synthesizing information from multiple sources and summarizing them using LLMs. While this shift significantly improves user utility and generative search engine traffic, it poses a huge challenge for the third stakeholder - website and content creators. Given the black-box and fast-moving nature of generative engines, content creators have little to no control over when and how their content is displayed. With generative engines here to stay, we must ensure the creator economy is not disadvantaged. To address this, we introduce Generative Engine Optimization (GEO), the first novel paradigm to aid content creators in improving their content visibility in GE responses through a flexible black-box optimization framework for optimizing and defining visibility metrics. We facilitate systematic evaluation by introducing GEO-bench, a large-scale benchmark of diverse user queries across multiple domains, along with relevant web sources to answer these queries. Through rigorous evaluation, we demonstrate that GEO can boost visibility by up to 40\% in GE responses. Moreover, we show the efficacy of these strategies varies across domains, underscoring the need for domain-specific optimization methods. Our work opens a new frontier in information discovery systems, with profound implications for both developers of GEs and content creators.

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.

Break-for-Make: Modular Low-Rank Adaptations for Composable Content-Style Customization

Personalized generation paradigms empower designers to customize visual intellectual properties with the help of textual descriptions by tuning or adapting pre-trained text-to-image models on a few images. Recent works explore approaches for concurrently customizing both content and detailed visual style appearance. However, these existing approaches often generate images where the content and style are entangled. In this study, we reconsider the customization of content and style concepts from the perspective of parameter space construction. Unlike existing methods that utilize a shared parameter space for content and style, we propose a learning framework that separates the parameter space to facilitate individual learning of content and style, thereby enabling disentangled content and style. To achieve this goal, we introduce "partly learnable projection" (PLP) matrices to separate the original adapters into divided sub-parameter spaces. We propose "break-for-make" customization learning pipeline based on PLP, which is simple yet effective. We break the original adapters into "up projection" and "down projection", train content and style PLPs individually with the guidance of corresponding textual prompts in the separate adapters, and maintain generalization by employing a multi-correspondence projection learning strategy. Based on the adapters broken apart for separate training content and style, we then make the entity parameter space by reconstructing the content and style PLPs matrices, followed by fine-tuning the combined adapter to generate the target object with the desired appearance. Experiments on various styles, including textures, materials, and artistic style, show that our method outperforms state-of-the-art single/multiple concept learning pipelines in terms of content-style-prompt alignment.

Idea23D: Collaborative LMM Agents Enable 3D Model Generation from Interleaved Multimodal Inputs

With the success of 2D diffusion models, 2D AIGC content has already transformed our lives. Recently, this success has been extended to 3D AIGC, with state-of-the-art methods generating textured 3D models from single images or text. However, we argue that current 3D AIGC methods still do not fully unleash human creativity. We often imagine 3D content made from multimodal inputs, such as what it would look like if my pet bunny were eating a doughnut on the table. In this paper, we explore a novel 3D AIGC approach: generating 3D content from IDEAs. An IDEA is a multimodal input composed of text, image, and 3D models. To our knowledge, this challenging and exciting 3D AIGC setting has not been studied before. We propose the new framework Idea23D, which combines three agents based on large multimodal models (LMMs) and existing algorithmic tools. These three LMM-based agents are tasked with prompt generation, model selection, and feedback reflection. They collaborate and critique each other in a fully automated loop, without human intervention. The framework then generates a text prompt to create 3D models that align closely with the input IDEAs. We demonstrate impressive 3D AIGC results that surpass previous methods. To comprehensively assess the 3D AIGC capabilities of Idea23D, we introduce the Eval3DAIGC-198 dataset, containing 198 multimodal inputs for 3D generation tasks. This dataset evaluates the alignment between generated 3D content and input IDEAs. Our user study and quantitative results show that Idea23D significantly improves the success rate and accuracy of 3D generation, with excellent compatibility across various LMM, Text-to-Image, and Image-to-3D models. Code and dataset are available at https://idea23d.github.io/.

Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation

Automatic 3D content creation has achieved rapid progress recently due to the availability of pre-trained, large language models and image diffusion models, forming the emerging topic of text-to-3D content creation. Existing text-to-3D methods commonly use implicit scene representations, which couple the geometry and appearance via volume rendering and are suboptimal in terms of recovering finer geometries and achieving photorealistic rendering; consequently, they are less effective for generating high-quality 3D assets. In this work, we propose a new method of Fantasia3D for high-quality text-to-3D content creation. Key to Fantasia3D is the disentangled modeling and learning of geometry and appearance. For geometry learning, we rely on a hybrid scene representation, and propose to encode surface normal extracted from the representation as the input of the image diffusion model. For appearance modeling, we introduce the spatially varying bidirectional reflectance distribution function (BRDF) into the text-to-3D task, and learn the surface material for photorealistic rendering of the generated surface. Our disentangled framework is more compatible with popular graphics engines, supporting relighting, editing, and physical simulation of the generated 3D assets. We conduct thorough experiments that show the advantages of our method over existing ones under different text-to-3D task settings. Project page and source codes: https://fantasia3d.github.io/.

Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases

We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.

DrivingWorld: Constructing World Model for Autonomous Driving via Video GPT

Recent successes in autoregressive (AR) generation models, such as the GPT series in natural language processing, have motivated efforts to replicate this success in visual tasks. Some works attempt to extend this approach to autonomous driving by building video-based world models capable of generating realistic future video sequences and predicting ego states. However, prior works tend to produce unsatisfactory results, as the classic GPT framework is designed to handle 1D contextual information, such as text, and lacks the inherent ability to model the spatial and temporal dynamics essential for video generation. In this paper, we present DrivingWorld, a GPT-style world model for autonomous driving, featuring several spatial-temporal fusion mechanisms. This design enables effective modeling of both spatial and temporal dynamics, facilitating high-fidelity, long-duration video generation. Specifically, we propose a next-state prediction strategy to model temporal coherence between consecutive frames and apply a next-token prediction strategy to capture spatial information within each frame. To further enhance generalization ability, we propose a novel masking strategy and reweighting strategy for token prediction to mitigate long-term drifting issues and enable precise control. Our work demonstrates the ability to produce high-fidelity and consistent video clips of over 40 seconds in duration, which is over 2 times longer than state-of-the-art driving world models. Experiments show that, in contrast to prior works, our method achieves superior visual quality and significantly more accurate controllable future video generation. Our code is available at https://github.com/YvanYin/DrivingWorld.

ProSpect: Prompt Spectrum for Attribute-Aware Personalization of Diffusion Models

Personalizing generative models offers a way to guide image generation with user-provided references. Current personalization methods can invert an object or concept into the textual conditioning space and compose new natural sentences for text-to-image diffusion models. However, representing and editing specific visual attributes such as material, style, and layout remains a challenge, leading to a lack of disentanglement and editability. To address this problem, we propose a novel approach that leverages the step-by-step generation process of diffusion models, which generate images from low to high frequency information, providing a new perspective on representing, generating, and editing images. We develop the Prompt Spectrum Space P*, an expanded textual conditioning space, and a new image representation method called \sysname. ProSpect represents an image as a collection of inverted textual token embeddings encoded from per-stage prompts, where each prompt corresponds to a specific generation stage (i.e., a group of consecutive steps) of the diffusion model. Experimental results demonstrate that P* and ProSpect offer better disentanglement and controllability compared to existing methods. We apply ProSpect in various personalized attribute-aware image generation applications, such as image-guided or text-driven manipulations of materials, style, and layout, achieving previously unattainable results from a single image input without fine-tuning the diffusion models. Our source code is available athttps://github.com/zyxElsa/ProSpect.

ControlCity: A Multimodal Diffusion Model Based Approach for Accurate Geospatial Data Generation and Urban Morphology Analysis

Volunteer Geographic Information (VGI), with its rich variety, large volume, rapid updates, and diverse sources, has become a critical source of geospatial data. However, VGI data from platforms like OSM exhibit significant quality heterogeneity across different data types, particularly with urban building data. To address this, we propose a multi-source geographic data transformation solution, utilizing accessible and complete VGI data to assist in generating urban building footprint data. We also employ a multimodal data generation framework to improve accuracy. First, we introduce a pipeline for constructing an 'image-text-metadata-building footprint' dataset, primarily based on road network data and supplemented by other multimodal data. We then present ControlCity, a geographic data transformation method based on a multimodal diffusion model. This method first uses a pre-trained text-to-image model to align text, metadata, and building footprint data. An improved ControlNet further integrates road network and land-use imagery, producing refined building footprint data. Experiments across 22 global cities demonstrate that ControlCity successfully simulates real urban building patterns, achieving state-of-the-art performance. Specifically, our method achieves an average FID score of 50.94, reducing error by 71.01% compared to leading methods, and a MIoU score of 0.36, an improvement of 38.46%. Additionally, our model excels in tasks like urban morphology transfer, zero-shot city generation, and spatial data completeness assessment. In the zero-shot city task, our method accurately predicts and generates similar urban structures, demonstrating strong generalization. This study confirms the effectiveness of our approach in generating urban building footprint data and capturing complex city characteristics.

HoloDreamer: Holistic 3D Panoramic World Generation from Text Descriptions

3D scene generation is in high demand across various domains, including virtual reality, gaming, and the film industry. Owing to the powerful generative capabilities of text-to-image diffusion models that provide reliable priors, the creation of 3D scenes using only text prompts has become viable, thereby significantly advancing researches in text-driven 3D scene generation. In order to obtain multiple-view supervision from 2D diffusion models, prevailing methods typically employ the diffusion model to generate an initial local image, followed by iteratively outpainting the local image using diffusion models to gradually generate scenes. Nevertheless, these outpainting-based approaches prone to produce global inconsistent scene generation results without high degree of completeness, restricting their broader applications. To tackle these problems, we introduce HoloDreamer, a framework that first generates high-definition panorama as a holistic initialization of the full 3D scene, then leverage 3D Gaussian Splatting (3D-GS) to quickly reconstruct the 3D scene, thereby facilitating the creation of view-consistent and fully enclosed 3D scenes. Specifically, we propose Stylized Equirectangular Panorama Generation, a pipeline that combines multiple diffusion models to enable stylized and detailed equirectangular panorama generation from complex text prompts. Subsequently, Enhanced Two-Stage Panorama Reconstruction is introduced, conducting a two-stage optimization of 3D-GS to inpaint the missing region and enhance the integrity of the scene. Comprehensive experiments demonstrated that our method outperforms prior works in terms of overall visual consistency and harmony as well as reconstruction quality and rendering robustness when generating fully enclosed scenes.

Guide3D: Create 3D Avatars from Text and Image Guidance

Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.

PaintScene4D: Consistent 4D Scene Generation from Text Prompts

Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/

LayoutLLM-T2I: Eliciting Layout Guidance from LLM for Text-to-Image Generation

In the text-to-image generation field, recent remarkable progress in Stable Diffusion makes it possible to generate rich kinds of novel photorealistic images. However, current models still face misalignment issues (e.g., problematic spatial relation understanding and numeration failure) in complex natural scenes, which impedes the high-faithfulness text-to-image generation. Although recent efforts have been made to improve controllability by giving fine-grained guidance (e.g., sketch and scribbles), this issue has not been fundamentally tackled since users have to provide such guidance information manually. In this work, we strive to synthesize high-fidelity images that are semantically aligned with a given textual prompt without any guidance. Toward this end, we propose a coarse-to-fine paradigm to achieve layout planning and image generation. Concretely, we first generate the coarse-grained layout conditioned on a given textual prompt via in-context learning based on Large Language Models. Afterward, we propose a fine-grained object-interaction diffusion method to synthesize high-faithfulness images conditioned on the prompt and the automatically generated layout. Extensive experiments demonstrate that our proposed method outperforms the state-of-the-art models in terms of layout and image generation. Our code and settings are available at https://layoutllm-t2i.github.io.

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

Inspecting the Geographical Representativeness of Images from Text-to-Image Models

Recent progress in generative models has resulted in models that produce both realistic as well as relevant images for most textual inputs. These models are being used to generate millions of images everyday, and hold the potential to drastically impact areas such as generative art, digital marketing and data augmentation. Given their outsized impact, it is important to ensure that the generated content reflects the artifacts and surroundings across the globe, rather than over-representing certain parts of the world. In this paper, we measure the geographical representativeness of common nouns (e.g., a house) generated through DALL.E 2 and Stable Diffusion models using a crowdsourced study comprising 540 participants across 27 countries. For deliberately underspecified inputs without country names, the generated images most reflect the surroundings of the United States followed by India, and the top generations rarely reflect surroundings from all other countries (average score less than 3 out of 5). Specifying the country names in the input increases the representativeness by 1.44 points on average for DALL.E 2 and 0.75 for Stable Diffusion, however, the overall scores for many countries still remain low, highlighting the need for future models to be more geographically inclusive. Lastly, we examine the feasibility of quantifying the geographical representativeness of generated images without conducting user studies.

Focus on Neighbors and Know the Whole: Towards Consistent Dense Multiview Text-to-Image Generator for 3D Creation

Generating dense multiview images from text prompts is crucial for creating high-fidelity 3D assets. Nevertheless, existing methods struggle with space-view correspondences, resulting in sparse and low-quality outputs. In this paper, we introduce CoSER, a novel consistent dense Multiview Text-to-Image Generator for Text-to-3D, achieving both efficiency and quality by meticulously learning neighbor-view coherence and further alleviating ambiguity through the swift traversal of all views. For achieving neighbor-view consistency, each viewpoint densely interacts with adjacent viewpoints to perceive the global spatial structure, and aggregates information along motion paths explicitly defined by physical principles to refine details. To further enhance cross-view consistency and alleviate content drift, CoSER rapidly scan all views in spiral bidirectional manner to aware holistic information and then scores each point based on semantic material. Subsequently, we conduct weighted down-sampling along the spatial dimension based on scores, thereby facilitating prominent information fusion across all views with lightweight computation. Technically, the core module is built by integrating the attention mechanism with a selective state space model, exploiting the robust learning capabilities of the former and the low overhead of the latter. Extensive evaluation shows that CoSER is capable of producing dense, high-fidelity, content-consistent multiview images that can be flexibly integrated into various 3D generation models.

Openstory++: A Large-scale Dataset and Benchmark for Instance-aware Open-domain Visual Storytelling

Recent image generation models excel at creating high-quality images from brief captions. However, they fail to maintain consistency of multiple instances across images when encountering lengthy contexts. This inconsistency is largely due to in existing training datasets the absence of granular instance feature labeling in existing training datasets. To tackle these issues, we introduce Openstory++, a large-scale dataset combining additional instance-level annotations with both images and text. Furthermore, we develop a training methodology that emphasizes entity-centric image-text generation, ensuring that the models learn to effectively interweave visual and textual information. Specifically, Openstory++ streamlines the process of keyframe extraction from open-domain videos, employing vision-language models to generate captions that are then polished by a large language model for narrative continuity. It surpasses previous datasets by offering a more expansive open-domain resource, which incorporates automated captioning, high-resolution imagery tailored for instance count, and extensive frame sequences for temporal consistency. Additionally, we present Cohere-Bench, a pioneering benchmark framework for evaluating the image generation tasks when long multimodal context is provided, including the ability to keep the background, style, instances in the given context coherent. Compared to existing benchmarks, our work fills critical gaps in multi-modal generation, propelling the development of models that can adeptly generate and interpret complex narratives in open-domain environments. Experiments conducted within Cohere-Bench confirm the superiority of Openstory++ in nurturing high-quality visual storytelling models, enhancing their ability to address open-domain generation tasks. More details can be found at https://openstorypp.github.io/

MTVG : Multi-text Video Generation with Text-to-Video Models

Recently, video generation has attracted massive attention and yielded noticeable outcomes. Concerning the characteristics of video, multi-text conditioning incorporating sequential events is necessary for next-step video generation. In this work, we propose a novel multi-text video generation~(MTVG) by directly utilizing a pre-trained diffusion-based text-to-video~(T2V) generation model without additional fine-tuning. To generate consecutive video segments, visual consistency generated by distinct prompts is necessary with diverse variations, such as motion and content-related transitions. Our proposed MTVG includes Dynamic Noise and Last Frame Aware Inversion which reinitialize the noise latent to preserve visual coherence between videos of different prompts and prevent repetitive motion or contents. Furthermore, we present Structure Guiding Sampling to maintain the global appearance across the frames in a single video clip, where we leverage iterative latent updates across the preceding frame. Additionally, our Prompt Generator allows for arbitrary format of text conditions consisting of diverse events. As a result, our extensive experiments, including diverse transitions of descriptions, demonstrate that our proposed methods show superior generated outputs in terms of semantically coherent and temporally seamless video.Video examples are available in our project page: https://kuai-lab.github.io/mtvg-page.

Gen-L-Video: Multi-Text to Long Video Generation via Temporal Co-Denoising

Leveraging large-scale image-text datasets and advancements in diffusion models, text-driven generative models have made remarkable strides in the field of image generation and editing. This study explores the potential of extending the text-driven ability to the generation and editing of multi-text conditioned long videos. Current methodologies for video generation and editing, while innovative, are often confined to extremely short videos (typically less than 24 frames) and are limited to a single text condition. These constraints significantly limit their applications given that real-world videos usually consist of multiple segments, each bearing different semantic information. To address this challenge, we introduce a novel paradigm dubbed as Gen-L-Video, capable of extending off-the-shelf short video diffusion models for generating and editing videos comprising hundreds of frames with diverse semantic segments without introducing additional training, all while preserving content consistency. We have implemented three mainstream text-driven video generation and editing methodologies and extended them to accommodate longer videos imbued with a variety of semantic segments with our proposed paradigm. Our experimental outcomes reveal that our approach significantly broadens the generative and editing capabilities of video diffusion models, offering new possibilities for future research and applications. The code is available at https://github.com/G-U-N/Gen-L-Video.

Precise Parameter Localization for Textual Generation in Diffusion Models

Novel diffusion models can synthesize photo-realistic images with integrated high-quality text. Surprisingly, we demonstrate through attention activation patching that only less than 1% of diffusion models' parameters, all contained in attention layers, influence the generation of textual content within the images. Building on this observation, we improve textual generation efficiency and performance by targeting cross and joint attention layers of diffusion models. We introduce several applications that benefit from localizing the layers responsible for textual content generation. We first show that a LoRA-based fine-tuning solely of the localized layers enhances, even more, the general text-generation capabilities of large diffusion models while preserving the quality and diversity of the diffusion models' generations. Then, we demonstrate how we can use the localized layers to edit textual content in generated images. Finally, we extend this idea to the practical use case of preventing the generation of toxic text in a cost-free manner. In contrast to prior work, our localization approach is broadly applicable across various diffusion model architectures, including U-Net (e.g., LDM and SDXL) and transformer-based (e.g., DeepFloyd IF and Stable Diffusion 3), utilizing diverse text encoders (e.g., from CLIP to the large language models like T5). Project page available at https://t2i-text-loc.github.io/.

Text2NeRF: Text-Driven 3D Scene Generation with Neural Radiance Fields

Text-driven 3D scene generation is widely applicable to video gaming, film industry, and metaverse applications that have a large demand for 3D scenes. However, existing text-to-3D generation methods are limited to producing 3D objects with simple geometries and dreamlike styles that lack realism. In this work, we present Text2NeRF, which is able to generate a wide range of 3D scenes with complicated geometric structures and high-fidelity textures purely from a text prompt. To this end, we adopt NeRF as the 3D representation and leverage a pre-trained text-to-image diffusion model to constrain the 3D reconstruction of the NeRF to reflect the scene description. Specifically, we employ the diffusion model to infer the text-related image as the content prior and use a monocular depth estimation method to offer the geometric prior. Both content and geometric priors are utilized to update the NeRF model. To guarantee textured and geometric consistency between different views, we introduce a progressive scene inpainting and updating strategy for novel view synthesis of the scene. Our method requires no additional training data but only a natural language description of the scene as the input. Extensive experiments demonstrate that our Text2NeRF outperforms existing methods in producing photo-realistic, multi-view consistent, and diverse 3D scenes from a variety of natural language prompts.

RACCooN: Remove, Add, and Change Video Content with Auto-Generated Narratives

Recent video generative models primarily rely on carefully written text prompts for specific tasks, like inpainting or style editing. They require labor-intensive textual descriptions for input videos, hindering their flexibility to adapt personal/raw videos to user specifications. This paper proposes RACCooN, a versatile and user-friendly video-to-paragraph-to-video generative framework that supports multiple video editing capabilities such as removal, addition, and modification, through a unified pipeline. RACCooN consists of two principal stages: Video-to-Paragraph (V2P) and Paragraph-to-Video (P2V). In the V2P stage, we automatically describe video scenes in well-structured natural language, capturing both the holistic context and focused object details. Subsequently, in the P2V stage, users can optionally refine these descriptions to guide the video diffusion model, enabling various modifications to the input video, such as removing, changing subjects, and/or adding new objects. The proposed approach stands out from other methods through several significant contributions: (1) RACCooN suggests a multi-granular spatiotemporal pooling strategy to generate well-structured video descriptions, capturing both the broad context and object details without requiring complex human annotations, simplifying precise video content editing based on text for users. (2) Our video generative model incorporates auto-generated narratives or instructions to enhance the quality and accuracy of the generated content. It supports the addition of video objects, inpainting, and attribute modification within a unified framework, surpassing existing video editing and inpainting benchmarks. The proposed framework demonstrates impressive versatile capabilities in video-to-paragraph generation, video content editing, and can be incorporated into other SoTA video generative models for further enhancement.

Semi-Parametric Neural Image Synthesis

Novel architectures have recently improved generative image synthesis leading to excellent visual quality in various tasks. Much of this success is due to the scalability of these architectures and hence caused by a dramatic increase in model complexity and in the computational resources invested in training these models. Our work questions the underlying paradigm of compressing large training data into ever growing parametric representations. We rather present an orthogonal, semi-parametric approach. We complement comparably small diffusion or autoregressive models with a separate image database and a retrieval strategy. During training we retrieve a set of nearest neighbors from this external database for each training instance and condition the generative model on these informative samples. While the retrieval approach is providing the (local) content, the model is focusing on learning the composition of scenes based on this content. As demonstrated by our experiments, simply swapping the database for one with different contents transfers a trained model post-hoc to a novel domain. The evaluation shows competitive performance on tasks which the generative model has not been trained on, such as class-conditional synthesis, zero-shot stylization or text-to-image synthesis without requiring paired text-image data. With negligible memory and computational overhead for the external database and retrieval we can significantly reduce the parameter count of the generative model and still outperform the state-of-the-art.

Prompt-to-Prompt Image Editing with Cross Attention Control

Recent large-scale text-driven synthesis models have attracted much attention thanks to their remarkable capabilities of generating highly diverse images that follow given text prompts. Such text-based synthesis methods are particularly appealing to humans who are used to verbally describe their intent. Therefore, it is only natural to extend the text-driven image synthesis to text-driven image editing. Editing is challenging for these generative models, since an innate property of an editing technique is to preserve most of the original image, while in the text-based models, even a small modification of the text prompt often leads to a completely different outcome. State-of-the-art methods mitigate this by requiring the users to provide a spatial mask to localize the edit, hence, ignoring the original structure and content within the masked region. In this paper, we pursue an intuitive prompt-to-prompt editing framework, where the edits are controlled by text only. To this end, we analyze a text-conditioned model in depth and observe that the cross-attention layers are the key to controlling the relation between the spatial layout of the image to each word in the prompt. With this observation, we present several applications which monitor the image synthesis by editing the textual prompt only. This includes localized editing by replacing a word, global editing by adding a specification, and even delicately controlling the extent to which a word is reflected in the image. We present our results over diverse images and prompts, demonstrating high-quality synthesis and fidelity to the edited prompts.

Sherpa3D: Boosting High-Fidelity Text-to-3D Generation via Coarse 3D Prior

Recently, 3D content creation from text prompts has demonstrated remarkable progress by utilizing 2D and 3D diffusion models. While 3D diffusion models ensure great multi-view consistency, their ability to generate high-quality and diverse 3D assets is hindered by the limited 3D data. In contrast, 2D diffusion models find a distillation approach that achieves excellent generalization and rich details without any 3D data. However, 2D lifting methods suffer from inherent view-agnostic ambiguity thereby leading to serious multi-face Janus issues, where text prompts fail to provide sufficient guidance to learn coherent 3D results. Instead of retraining a costly viewpoint-aware model, we study how to fully exploit easily accessible coarse 3D knowledge to enhance the prompts and guide 2D lifting optimization for refinement. In this paper, we propose Sherpa3D, a new text-to-3D framework that achieves high-fidelity, generalizability, and geometric consistency simultaneously. Specifically, we design a pair of guiding strategies derived from the coarse 3D prior generated by the 3D diffusion model: a structural guidance for geometric fidelity and a semantic guidance for 3D coherence. Employing the two types of guidance, the 2D diffusion model enriches the 3D content with diversified and high-quality results. Extensive experiments show the superiority of our Sherpa3D over the state-of-the-art text-to-3D methods in terms of quality and 3D consistency.

Denoising Diffusion via Image-Based Rendering

Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.

Direct2.5: Diverse Text-to-3D Generation via Multi-view 2.5D Diffusion

Recent advances in generative AI have unveiled significant potential for the creation of 3D content. However, current methods either apply a pre-trained 2D diffusion model with the time-consuming score distillation sampling (SDS), or a direct 3D diffusion model trained on limited 3D data losing generation diversity. In this work, we approach the problem by employing a multi-view 2.5D diffusion fine-tuned from a pre-trained 2D diffusion model. The multi-view 2.5D diffusion directly models the structural distribution of 3D data, while still maintaining the strong generalization ability of the original 2D diffusion model, filling the gap between 2D diffusion-based and direct 3D diffusion-based methods for 3D content generation. During inference, multi-view normal maps are generated using the 2.5D diffusion, and a novel differentiable rasterization scheme is introduced to fuse the almost consistent multi-view normal maps into a consistent 3D model. We further design a normal-conditioned multi-view image generation module for fast appearance generation given the 3D geometry. Our method is a one-pass diffusion process and does not require any SDS optimization as post-processing. We demonstrate through extensive experiments that, our direct 2.5D generation with the specially-designed fusion scheme can achieve diverse, mode-seeking-free, and high-fidelity 3D content generation in only 10 seconds. Project page: https://nju-3dv.github.io/projects/direct25.

Social Biases through the Text-to-Image Generation Lens

Text-to-Image (T2I) generation is enabling new applications that support creators, designers, and general end users of productivity software by generating illustrative content with high photorealism starting from a given descriptive text as a prompt. Such models are however trained on massive amounts of web data, which surfaces the peril of potential harmful biases that may leak in the generation process itself. In this paper, we take a multi-dimensional approach to studying and quantifying common social biases as reflected in the generated images, by focusing on how occupations, personality traits, and everyday situations are depicted across representations of (perceived) gender, age, race, and geographical location. Through an extensive set of both automated and human evaluation experiments we present findings for two popular T2I models: DALLE-v2 and Stable Diffusion. Our results reveal that there exist severe occupational biases of neutral prompts majorly excluding groups of people from results for both models. Such biases can get mitigated by increasing the amount of specification in the prompt itself, although the prompting mitigation will not address discrepancies in image quality or other usages of the model or its representations in other scenarios. Further, we observe personality traits being associated with only a limited set of people at the intersection of race, gender, and age. Finally, an analysis of geographical location representations on everyday situations (e.g., park, food, weddings) shows that for most situations, images generated through default location-neutral prompts are closer and more similar to images generated for locations of United States and Germany.

VideoCrafter2: Overcoming Data Limitations for High-Quality Video Diffusion Models

Text-to-video generation aims to produce a video based on a given prompt. Recently, several commercial video models have been able to generate plausible videos with minimal noise, excellent details, and high aesthetic scores. However, these models rely on large-scale, well-filtered, high-quality videos that are not accessible to the community. Many existing research works, which train models using the low-quality WebVid-10M dataset, struggle to generate high-quality videos because the models are optimized to fit WebVid-10M. In this work, we explore the training scheme of video models extended from Stable Diffusion and investigate the feasibility of leveraging low-quality videos and synthesized high-quality images to obtain a high-quality video model. We first analyze the connection between the spatial and temporal modules of video models and the distribution shift to low-quality videos. We observe that full training of all modules results in a stronger coupling between spatial and temporal modules than only training temporal modules. Based on this stronger coupling, we shift the distribution to higher quality without motion degradation by finetuning spatial modules with high-quality images, resulting in a generic high-quality video model. Evaluations are conducted to demonstrate the superiority of the proposed method, particularly in picture quality, motion, and concept composition.

Aladdin: Zero-Shot Hallucination of Stylized 3D Assets from Abstract Scene Descriptions

What constitutes the "vibe" of a particular scene? What should one find in "a busy, dirty city street", "an idyllic countryside", or "a crime scene in an abandoned living room"? The translation from abstract scene descriptions to stylized scene elements cannot be done with any generality by extant systems trained on rigid and limited indoor datasets. In this paper, we propose to leverage the knowledge captured by foundation models to accomplish this translation. We present a system that can serve as a tool to generate stylized assets for 3D scenes described by a short phrase, without the need to enumerate the objects to be found within the scene or give instructions on their appearance. Additionally, it is robust to open-world concepts in a way that traditional methods trained on limited data are not, affording more creative freedom to the 3D artist. Our system demonstrates this using a foundation model "team" composed of a large language model, a vision-language model and several image diffusion models, which communicate using an interpretable and user-editable intermediate representation, thus allowing for more versatile and controllable stylized asset generation for 3D artists. We introduce novel metrics for this task, and show through human evaluations that in 91% of the cases, our system outputs are judged more faithful to the semantics of the input scene description than the baseline, thus highlighting the potential of this approach to radically accelerate the 3D content creation process for 3D artists.

Semantic Score Distillation Sampling for Compositional Text-to-3D Generation

Generating high-quality 3D assets from textual descriptions remains a pivotal challenge in computer graphics and vision research. Due to the scarcity of 3D data, state-of-the-art approaches utilize pre-trained 2D diffusion priors, optimized through Score Distillation Sampling (SDS). Despite progress, crafting complex 3D scenes featuring multiple objects or intricate interactions is still difficult. To tackle this, recent methods have incorporated box or layout guidance. However, these layout-guided compositional methods often struggle to provide fine-grained control, as they are generally coarse and lack expressiveness. To overcome these challenges, we introduce a novel SDS approach, Semantic Score Distillation Sampling (SemanticSDS), designed to effectively improve the expressiveness and accuracy of compositional text-to-3D generation. Our approach integrates new semantic embeddings that maintain consistency across different rendering views and clearly differentiate between various objects and parts. These embeddings are transformed into a semantic map, which directs a region-specific SDS process, enabling precise optimization and compositional generation. By leveraging explicit semantic guidance, our method unlocks the compositional capabilities of existing pre-trained diffusion models, thereby achieving superior quality in 3D content generation, particularly for complex objects and scenes. Experimental results demonstrate that our SemanticSDS framework is highly effective for generating state-of-the-art complex 3D content. Code: https://github.com/YangLing0818/SemanticSDS-3D

MUSES: 3D-Controllable Image Generation via Multi-Modal Agent Collaboration

Despite recent advancements in text-to-image generation, most existing methods struggle to create images with multiple objects and complex spatial relationships in 3D world. To tackle this limitation, we introduce a generic AI system, namely MUSES, for 3D-controllable image generation from user queries. Specifically, our MUSES addresses this challenging task by developing a progressive workflow with three key components, including (1) Layout Manager for 2D-to-3D layout lifting, (2) Model Engineer for 3D object acquisition and calibration, (3) Image Artist for 3D-to-2D image rendering. By mimicking the collaboration of human professionals, this multi-modal agent pipeline facilitates the effective and automatic creation of images with 3D-controllable objects, through an explainable integration of top-down planning and bottom-up generation. Additionally, we find that existing benchmarks lack detailed descriptions of complex 3D spatial relationships of multiple objects. To fill this gap, we further construct a new benchmark of T2I-3DisBench (3D image scene), which describes diverse 3D image scenes with 50 detailed prompts. Extensive experiments show the state-of-the-art performance of MUSES on both T2I-CompBench and T2I-3DisBench, outperforming recent strong competitors such as DALL-E 3 and Stable Diffusion 3. These results demonstrate a significant step of MUSES forward in bridging natural language, 2D image generation, and 3D world. Our codes and models will be released soon.

A Neural Space-Time Representation for Text-to-Image Personalization

A key aspect of text-to-image personalization methods is the manner in which the target concept is represented within the generative process. This choice greatly affects the visual fidelity, downstream editability, and disk space needed to store the learned concept. In this paper, we explore a new text-conditioning space that is dependent on both the denoising process timestep (time) and the denoising U-Net layers (space) and showcase its compelling properties. A single concept in the space-time representation is composed of hundreds of vectors, one for each combination of time and space, making this space challenging to optimize directly. Instead, we propose to implicitly represent a concept in this space by optimizing a small neural mapper that receives the current time and space parameters and outputs the matching token embedding. In doing so, the entire personalized concept is represented by the parameters of the learned mapper, resulting in a compact, yet expressive, representation. Similarly to other personalization methods, the output of our neural mapper resides in the input space of the text encoder. We observe that one can significantly improve the convergence and visual fidelity of the concept by introducing a textual bypass, where our neural mapper additionally outputs a residual that is added to the output of the text encoder. Finally, we show how one can impose an importance-based ordering over our implicit representation, providing users control over the reconstruction and editability of the learned concept using a single trained model. We demonstrate the effectiveness of our approach over a range of concepts and prompts, showing our method's ability to generate high-quality and controllable compositions without fine-tuning any parameters of the generative model itself.

AnyControl: Create Your Artwork with Versatile Control on Text-to-Image Generation

The field of text-to-image (T2I) generation has made significant progress in recent years, largely driven by advancements in diffusion models. Linguistic control enables effective content creation, but struggles with fine-grained control over image generation. This challenge has been explored, to a great extent, by incorporating additional user-supplied spatial conditions, such as depth maps and edge maps, into pre-trained T2I models through extra encoding. However, multi-control image synthesis still faces several challenges. Specifically, current approaches are limited in handling free combinations of diverse input control signals, overlook the complex relationships among multiple spatial conditions, and often fail to maintain semantic alignment with provided textual prompts. This can lead to suboptimal user experiences. To address these challenges, we propose AnyControl, a multi-control image synthesis framework that supports arbitrary combinations of diverse control signals. AnyControl develops a novel Multi-Control Encoder that extracts a unified multi-modal embedding to guide the generation process. This approach enables a holistic understanding of user inputs, and produces high-quality, faithful results under versatile control signals, as demonstrated by extensive quantitative and qualitative evaluations. Our project page is available in https://any-control.github.io.

Taming Feed-forward Reconstruction Models as Latent Encoders for 3D Generative Models

Recent AI-based 3D content creation has largely evolved along two paths: feed-forward image-to-3D reconstruction approaches and 3D generative models trained with 2D or 3D supervision. In this work, we show that existing feed-forward reconstruction methods can serve as effective latent encoders for training 3D generative models, thereby bridging these two paradigms. By reusing powerful pre-trained reconstruction models, we avoid computationally expensive encoder network training and obtain rich 3D latent features for generative modeling for free. However, the latent spaces of reconstruction models are not well-suited for generative modeling due to their unstructured nature. To enable flow-based model training on these latent features, we develop post-processing pipelines, including protocols to standardize the features and spatial weighting to concentrate on important regions. We further incorporate a 2D image space perceptual rendering loss to handle the high-dimensional latent spaces. Finally, we propose a multi-stream transformer-based rectified flow architecture to achieve linear scaling and high-quality text-conditioned 3D generation. Our framework leverages the advancements of feed-forward reconstruction models to enhance the scalability of 3D generative modeling, achieving both high computational efficiency and state-of-the-art performance in text-to-3D generation.

PLA4D: Pixel-Level Alignments for Text-to-4D Gaussian Splatting

As text-conditioned diffusion models (DMs) achieve breakthroughs in image, video, and 3D generation, the research community's focus has shifted to the more challenging task of text-to-4D synthesis, which introduces a temporal dimension to generate dynamic 3D objects. In this context, we identify Score Distillation Sampling (SDS), a widely used technique for text-to-3D synthesis, as a significant hindrance to text-to-4D performance due to its Janus-faced and texture-unrealistic problems coupled with high computational costs. In this paper, we propose Pixel-Level Alignments for Text-to-4D Gaussian Splatting (PLA4D), a novel method that utilizes text-to-video frames as explicit pixel alignment targets to generate static 3D objects and inject motion into them. Specifically, we introduce Focal Alignment to calibrate camera poses for rendering and GS-Mesh Contrastive Learning to distill geometry priors from rendered image contrasts at the pixel level. Additionally, we develop Motion Alignment using a deformation network to drive changes in Gaussians and implement Reference Refinement for smooth 4D object surfaces. These techniques enable 4D Gaussian Splatting to align geometry, texture, and motion with generated videos at the pixel level. Compared to previous methods, PLA4D produces synthesized outputs with better texture details in less time and effectively mitigates the Janus-faced problem. PLA4D is fully implemented using open-source models, offering an accessible, user-friendly, and promising direction for 4D digital content creation. Our project page: https://github.com/MiaoQiaowei/PLA4D.github.io{https://github.com/MiaoQiaowei/PLA4D.github.io}.

Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches

3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.

CHORUS: Learning Canonicalized 3D Human-Object Spatial Relations from Unbounded Synthesized Images

We present a method for teaching machines to understand and model the underlying spatial common sense of diverse human-object interactions in 3D in a self-supervised way. This is a challenging task, as there exist specific manifolds of the interactions that can be considered human-like and natural, but the human pose and the geometry of objects can vary even for similar interactions. Such diversity makes the annotating task of 3D interactions difficult and hard to scale, which limits the potential to reason about that in a supervised way. One way of learning the 3D spatial relationship between humans and objects during interaction is by showing multiple 2D images captured from different viewpoints when humans interact with the same type of objects. The core idea of our method is to leverage a generative model that produces high-quality 2D images from an arbitrary text prompt input as an "unbounded" data generator with effective controllability and view diversity. Despite its imperfection of the image quality over real images, we demonstrate that the synthesized images are sufficient to learn the 3D human-object spatial relations. We present multiple strategies to leverage the synthesized images, including (1) the first method to leverage a generative image model for 3D human-object spatial relation learning; (2) a framework to reason about the 3D spatial relations from inconsistent 2D cues in a self-supervised manner via 3D occupancy reasoning with pose canonicalization; (3) semantic clustering to disambiguate different types of interactions with the same object types; and (4) a novel metric to assess the quality of 3D spatial learning of interaction.

CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets

In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.