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Mar 11

GALIP: Generative Adversarial CLIPs for Text-to-Image Synthesis

Synthesizing high-fidelity complex images from text is challenging. Based on large pretraining, the autoregressive and diffusion models can synthesize photo-realistic images. Although these large models have shown notable progress, there remain three flaws. 1) These models require tremendous training data and parameters to achieve good performance. 2) The multi-step generation design slows the image synthesis process heavily. 3) The synthesized visual features are difficult to control and require delicately designed prompts. To enable high-quality, efficient, fast, and controllable text-to-image synthesis, we propose Generative Adversarial CLIPs, namely GALIP. GALIP leverages the powerful pretrained CLIP model both in the discriminator and generator. Specifically, we propose a CLIP-based discriminator. The complex scene understanding ability of CLIP enables the discriminator to accurately assess the image quality. Furthermore, we propose a CLIP-empowered generator that induces the visual concepts from CLIP through bridge features and prompts. The CLIP-integrated generator and discriminator boost training efficiency, and as a result, our model only requires about 3% training data and 6% learnable parameters, achieving comparable results to large pretrained autoregressive and diffusion models. Moreover, our model achieves 120 times faster synthesis speed and inherits the smooth latent space from GAN. The extensive experimental results demonstrate the excellent performance of our GALIP. Code is available at https://github.com/tobran/GALIP.

SpecMaskGIT: Masked Generative Modeling of Audio Spectrograms for Efficient Audio Synthesis and Beyond

Recent advances in generative models that iteratively synthesize audio clips sparked great success to text-to-audio synthesis (TTA), but with the cost of slow synthesis speed and heavy computation. Although there have been attempts to accelerate the iterative procedure, high-quality TTA systems remain inefficient due to hundreds of iterations required in the inference phase and large amount of model parameters. To address the challenges, we propose SpecMaskGIT, a light-weighted, efficient yet effective TTA model based on the masked generative modeling of spectrograms. First, SpecMaskGIT synthesizes a realistic 10s audio clip by less than 16 iterations, an order-of-magnitude less than previous iterative TTA methods.As a discrete model, SpecMaskGIT outperforms larger VQ-Diffusion and auto-regressive models in the TTA benchmark, while being real-time with only 4 CPU cores or even 30x faster with a GPU. Next, built upon a latent space of Mel-spectrogram, SpecMaskGIT has a wider range of applications (e.g., the zero-shot bandwidth extension) than similar methods built on the latent wave domain. Moreover, we interpret SpecMaskGIT as a generative extension to previous discriminative audio masked Transformers, and shed light on its audio representation learning potential. We hope our work inspires the exploration of masked audio modeling toward further diverse scenarios.

Time-Efficient and Identity-Consistent Virtual Try-On Using A Variant of Altered Diffusion Models

This study discusses the critical issues of Virtual Try-On in contemporary e-commerce and the prospective metaverse, emphasizing the challenges of preserving intricate texture details and distinctive features of the target person and the clothes in various scenarios, such as clothing texture and identity characteristics like tattoos or accessories. In addition to the fidelity of the synthesized images, the efficiency of the synthesis process presents a significant hurdle. Various existing approaches are explored, highlighting the limitations and unresolved aspects, e.g., identity information omission, uncontrollable artifacts, and low synthesis speed. It then proposes a novel diffusion-based solution that addresses garment texture preservation and user identity retention during virtual try-on. The proposed network comprises two primary modules - a warping module aligning clothing with individual features and a try-on module refining the attire and generating missing parts integrated with a mask-aware post-processing technique ensuring the integrity of the individual's identity. It demonstrates impressive results, surpassing the state-of-the-art in speed by nearly 20 times during inference, with superior fidelity in qualitative assessments. Quantitative evaluations confirm comparable performance with the recent SOTA method on the VITON-HD and Dresscode datasets.

DiffSinger: Singing Voice Synthesis via Shallow Diffusion Mechanism

Singing voice synthesis (SVS) systems are built to synthesize high-quality and expressive singing voice, in which the acoustic model generates the acoustic features (e.g., mel-spectrogram) given a music score. Previous singing acoustic models adopt a simple loss (e.g., L1 and L2) or generative adversarial network (GAN) to reconstruct the acoustic features, while they suffer from over-smoothing and unstable training issues respectively, which hinder the naturalness of synthesized singing. In this work, we propose DiffSinger, an acoustic model for SVS based on the diffusion probabilistic model. DiffSinger is a parameterized Markov chain that iteratively converts the noise into mel-spectrogram conditioned on the music score. By implicitly optimizing variational bound, DiffSinger can be stably trained and generate realistic outputs. To further improve the voice quality and speed up inference, we introduce a shallow diffusion mechanism to make better use of the prior knowledge learned by the simple loss. Specifically, DiffSinger starts generation at a shallow step smaller than the total number of diffusion steps, according to the intersection of the diffusion trajectories of the ground-truth mel-spectrogram and the one predicted by a simple mel-spectrogram decoder. Besides, we propose boundary prediction methods to locate the intersection and determine the shallow step adaptively. The evaluations conducted on a Chinese singing dataset demonstrate that DiffSinger outperforms state-of-the-art SVS work. Extensional experiments also prove the generalization of our methods on text-to-speech task (DiffSpeech). Audio samples: https://diffsinger.github.io. Codes: https://github.com/MoonInTheRiver/DiffSinger. The old title of this work: "Diffsinger: Diffusion acoustic model for singing voice synthesis".

CoMoSpeech: One-Step Speech and Singing Voice Synthesis via Consistency Model

Denoising diffusion probabilistic models (DDPMs) have shown promising performance for speech synthesis. However, a large number of iterative steps are required to achieve high sample quality, which restricts the inference speed. Maintaining sample quality while increasing sampling speed has become a challenging task. In this paper, we propose a "Co"nsistency "Mo"del-based "Speech" synthesis method, CoMoSpeech, which achieve speech synthesis through a single diffusion sampling step while achieving high audio quality. The consistency constraint is applied to distill a consistency model from a well-designed diffusion-based teacher model, which ultimately yields superior performances in the distilled CoMoSpeech. Our experiments show that by generating audio recordings by a single sampling step, the CoMoSpeech achieves an inference speed more than 150 times faster than real-time on a single NVIDIA A100 GPU, which is comparable to FastSpeech2, making diffusion-sampling based speech synthesis truly practical. Meanwhile, objective and subjective evaluations on text-to-speech and singing voice synthesis show that the proposed teacher models yield the best audio quality, and the one-step sampling based CoMoSpeech achieves the best inference speed with better or comparable audio quality to other conventional multi-step diffusion model baselines. Audio samples are available at https://comospeech.github.io/.

Efficient View Synthesis with Neural Radiance Distribution Field

Recent work on Neural Radiance Fields (NeRF) has demonstrated significant advances in high-quality view synthesis. A major limitation of NeRF is its low rendering efficiency due to the need for multiple network forwardings to render a single pixel. Existing methods to improve NeRF either reduce the number of required samples or optimize the implementation to accelerate the network forwarding. Despite these efforts, the problem of multiple sampling persists due to the intrinsic representation of radiance fields. In contrast, Neural Light Fields (NeLF) reduce the computation cost of NeRF by querying only one single network forwarding per pixel. To achieve a close visual quality to NeRF, existing NeLF methods require significantly larger network capacities which limits their rendering efficiency in practice. In this work, we propose a new representation called Neural Radiance Distribution Field (NeRDF) that targets efficient view synthesis in real-time. Specifically, we use a small network similar to NeRF while preserving the rendering speed with a single network forwarding per pixel as in NeLF. The key is to model the radiance distribution along each ray with frequency basis and predict frequency weights using the network. Pixel values are then computed via volume rendering on radiance distributions. Experiments show that our proposed method offers a better trade-off among speed, quality, and network size than existing methods: we achieve a ~254x speed-up over NeRF with similar network size, with only a marginal performance decline. Our project page is at yushuang-wu.github.io/NeRDF.

CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians

The field of 3D reconstruction from images has rapidly evolved in the past few years, first with the introduction of Neural Radiance Field (NeRF) and more recently with 3D Gaussian Splatting (3DGS). The latter provides a significant edge over NeRF in terms of the training and inference speed, as well as the reconstruction quality. Although 3DGS works well for dense input images, the unstructured point-cloud like representation quickly overfits to the more challenging setup of extremely sparse input images (e.g., 3 images), creating a representation that appears as a jumble of needles from novel views. To address this issue, we propose regularized optimization and depth-based initialization. Our key idea is to introduce a structured Gaussian representation that can be controlled in 2D image space. We then constraint the Gaussians, in particular their position, and prevent them from moving independently during optimization. Specifically, we introduce single and multiview constraints through an implicit convolutional decoder and a total variation loss, respectively. With the coherency introduced to the Gaussians, we further constrain the optimization through a flow-based loss function. To support our regularized optimization, we propose an approach to initialize the Gaussians using monocular depth estimates at each input view. We demonstrate significant improvements compared to the state-of-the-art sparse-view NeRF-based approaches on a variety of scenes.

Neural Speech Synthesis with Transformer Network

Although end-to-end neural text-to-speech (TTS) methods (such as Tacotron2) are proposed and achieve state-of-the-art performance, they still suffer from two problems: 1) low efficiency during training and inference; 2) hard to model long dependency using current recurrent neural networks (RNNs). Inspired by the success of Transformer network in neural machine translation (NMT), in this paper, we introduce and adapt the multi-head attention mechanism to replace the RNN structures and also the original attention mechanism in Tacotron2. With the help of multi-head self-attention, the hidden states in the encoder and decoder are constructed in parallel, which improves the training efficiency. Meanwhile, any two inputs at different times are connected directly by self-attention mechanism, which solves the long range dependency problem effectively. Using phoneme sequences as input, our Transformer TTS network generates mel spectrograms, followed by a WaveNet vocoder to output the final audio results. Experiments are conducted to test the efficiency and performance of our new network. For the efficiency, our Transformer TTS network can speed up the training about 4.25 times faster compared with Tacotron2. For the performance, rigorous human tests show that our proposed model achieves state-of-the-art performance (outperforms Tacotron2 with a gap of 0.048) and is very close to human quality (4.39 vs 4.44 in MOS).

Streaming Diffusion Policy: Fast Policy Synthesis with Variable Noise Diffusion Models

Diffusion models have seen rapid adoption in robotic imitation learning, enabling autonomous execution of complex dexterous tasks. However, action synthesis is often slow, requiring many steps of iterative denoising, limiting the extent to which models can be used in tasks that require fast reactive policies. To sidestep this, recent works have explored how the distillation of the diffusion process can be used to accelerate policy synthesis. However, distillation is computationally expensive and can hurt both the accuracy and diversity of synthesized actions. We propose SDP (Streaming Diffusion Policy), an alternative method to accelerate policy synthesis, leveraging the insight that generating a partially denoised action trajectory is substantially faster than a full output action trajectory. At each observation, our approach outputs a partially denoised action trajectory with variable levels of noise corruption, where the immediate action to execute is noise-free, with subsequent actions having increasing levels of noise and uncertainty. The partially denoised action trajectory for a new observation can then be quickly generated by applying a few steps of denoising to the previously predicted noisy action trajectory (rolled over by one timestep). We illustrate the efficacy of this approach, dramatically speeding up policy synthesis while preserving performance across both simulated and real-world settings.

Ditto: Motion-Space Diffusion for Controllable Realtime Talking Head Synthesis

Recent advances in diffusion models have revolutionized audio-driven talking head synthesis. Beyond precise lip synchronization, diffusion-based methods excel in generating subtle expressions and natural head movements that are well-aligned with the audio signal. However, these methods are confronted by slow inference speed, insufficient fine-grained control over facial motions, and occasional visual artifacts largely due to an implicit latent space derived from Variational Auto-Encoders (VAE), which prevent their adoption in realtime interaction applications. To address these issues, we introduce Ditto, a diffusion-based framework that enables controllable realtime talking head synthesis. Our key innovation lies in bridging motion generation and photorealistic neural rendering through an explicit identity-agnostic motion space, replacing conventional VAE representations. This design substantially reduces the complexity of diffusion learning while enabling precise control over the synthesized talking heads. We further propose an inference strategy that jointly optimizes three key components: audio feature extraction, motion generation, and video synthesis. This optimization enables streaming processing, realtime inference, and low first-frame delay, which are the functionalities crucial for interactive applications such as AI assistants. Extensive experimental results demonstrate that Ditto generates compelling talking head videos and substantially outperforms existing methods in both motion control and realtime performance.

KOALA: Self-Attention Matters in Knowledge Distillation of Latent Diffusion Models for Memory-Efficient and Fast Image Synthesis

Stable diffusion is the mainstay of the text-to-image (T2I) synthesis in the community due to its generation performance and open-source nature. Recently, Stable Diffusion XL (SDXL), the successor of stable diffusion, has received a lot of attention due to its significant performance improvements with a higher resolution of 1024x1024 and a larger model. However, its increased computation cost and model size require higher-end hardware(e.g., bigger VRAM GPU) for end-users, incurring higher costs of operation. To address this problem, in this work, we propose an efficient latent diffusion model for text-to-image synthesis obtained by distilling the knowledge of SDXL. To this end, we first perform an in-depth analysis of the denoising U-Net in SDXL, which is the main bottleneck of the model, and then design a more efficient U-Net based on the analysis. Secondly, we explore how to effectively distill the generation capability of SDXL into an efficient U-Net and eventually identify four essential factors, the core of which is that self-attention is the most important part. With our efficient U-Net and self-attention-based knowledge distillation strategy, we build our efficient T2I models, called KOALA-1B & -700M, while reducing the model size up to 54% and 69% of the original SDXL model. In particular, the KOALA-700M is more than twice as fast as SDXL while still retaining a decent generation quality. We hope that due to its balanced speed-performance tradeoff, our KOALA models can serve as a cost-effective alternative to SDXL in resource-constrained environments.

Multi-view X-ray Image Synthesis with Multiple Domain Disentanglement from CT Scans

X-ray images play a vital role in the intraoperative processes due to their high resolution and fast imaging speed and greatly promote the subsequent segmentation, registration and reconstruction. However, over-dosed X-rays superimpose potential risks to human health to some extent. Data-driven algorithms from volume scans to X-ray images are restricted by the scarcity of paired X-ray and volume data. Existing methods are mainly realized by modelling the whole X-ray imaging procedure. In this study, we propose a learning-based approach termed CT2X-GAN to synthesize the X-ray images in an end-to-end manner using the content and style disentanglement from three different image domains. Our method decouples the anatomical structure information from CT scans and style information from unpaired real X-ray images/ digital reconstructed radiography (DRR) images via a series of decoupling encoders. Additionally, we introduce a novel consistency regularization term to improve the stylistic resemblance between synthesized X-ray images and real X-ray images. Meanwhile, we also impose a supervised process by computing the similarity of computed real DRR and synthesized DRR images. We further develop a pose attention module to fully strengthen the comprehensive information in the decoupled content code from CT scans, facilitating high-quality multi-view image synthesis in the lower 2D space. Extensive experiments were conducted on the publicly available CTSpine1K dataset and achieved 97.8350, 0.0842 and 3.0938 in terms of FID, KID and defined user-scored X-ray similarity, respectively. In comparison with 3D-aware methods (pi-GAN, EG3D), CT2X-GAN is superior in improving the synthesis quality and realistic to the real X-ray images.

Real-time High-resolution View Synthesis of Complex Scenes with Explicit 3D Visibility Reasoning

Rendering photo-realistic novel-view images of complex scenes has been a long-standing challenge in computer graphics. In recent years, great research progress has been made on enhancing rendering quality and accelerating rendering speed in the realm of view synthesis. However, when rendering complex dynamic scenes with sparse views, the rendering quality remains limited due to occlusion problems. Besides, for rendering high-resolution images on dynamic scenes, the rendering speed is still far from real-time. In this work, we propose a generalizable view synthesis method that can render high-resolution novel-view images of complex static and dynamic scenes in real-time from sparse views. To address the occlusion problems arising from the sparsity of input views and the complexity of captured scenes, we introduce an explicit 3D visibility reasoning approach that can efficiently estimate the visibility of sampled 3D points to the input views. The proposed visibility reasoning approach is fully differentiable and can gracefully fit inside the volume rendering pipeline, allowing us to train our networks with only multi-view images as supervision while refining geometry and texture simultaneously. Besides, each module in our pipeline is carefully designed to bypass the time-consuming MLP querying process and enhance the rendering quality of high-resolution images, enabling us to render high-resolution novel-view images in real-time.Experimental results show that our method outperforms previous view synthesis methods in both rendering quality and speed, particularly when dealing with complex dynamic scenes with sparse views.

Extrapolated Urban View Synthesis Benchmark

Photorealistic simulators are essential for the training and evaluation of vision-centric autonomous vehicles (AVs). At their core is Novel View Synthesis (NVS), a crucial capability that generates diverse unseen viewpoints to accommodate the broad and continuous pose distribution of AVs. Recent advances in radiance fields, such as 3D Gaussian Splatting, achieve photorealistic rendering at real-time speeds and have been widely used in modeling large-scale driving scenes. However, their performance is commonly evaluated using an interpolated setup with highly correlated training and test views. In contrast, extrapolation, where test views largely deviate from training views, remains underexplored, limiting progress in generalizable simulation technology. To address this gap, we leverage publicly available AV datasets with multiple traversals, multiple vehicles, and multiple cameras to build the first Extrapolated Urban View Synthesis (EUVS) benchmark. Meanwhile, we conduct quantitative and qualitative evaluations of state-of-the-art Gaussian Splatting methods across different difficulty levels. Our results show that Gaussian Splatting is prone to overfitting to training views. Besides, incorporating diffusion priors and improving geometry cannot fundamentally improve NVS under large view changes, highlighting the need for more robust approaches and large-scale training. We have released our data to help advance self-driving and urban robotics simulation technology.

Vector Quantized Diffusion Model for Text-to-Image Synthesis

We present the vector quantized diffusion (VQ-Diffusion) model for text-to-image generation. This method is based on a vector quantized variational autoencoder (VQ-VAE) whose latent space is modeled by a conditional variant of the recently developed Denoising Diffusion Probabilistic Model (DDPM). We find that this latent-space method is well-suited for text-to-image generation tasks because it not only eliminates the unidirectional bias with existing methods but also allows us to incorporate a mask-and-replace diffusion strategy to avoid the accumulation of errors, which is a serious problem with existing methods. Our experiments show that the VQ-Diffusion produces significantly better text-to-image generation results when compared with conventional autoregressive (AR) models with similar numbers of parameters. Compared with previous GAN-based text-to-image methods, our VQ-Diffusion can handle more complex scenes and improve the synthesized image quality by a large margin. Finally, we show that the image generation computation in our method can be made highly efficient by reparameterization. With traditional AR methods, the text-to-image generation time increases linearly with the output image resolution and hence is quite time consuming even for normal size images. The VQ-Diffusion allows us to achieve a better trade-off between quality and speed. Our experiments indicate that the VQ-Diffusion model with the reparameterization is fifteen times faster than traditional AR methods while achieving a better image quality.

PixArt-$α$: Fast Training of Diffusion Transformer for Photorealistic Text-to-Image Synthesis

The most advanced text-to-image (T2I) models require significant training costs (e.g., millions of GPU hours), seriously hindering the fundamental innovation for the AIGC community while increasing CO2 emissions. This paper introduces PIXART-alpha, a Transformer-based T2I diffusion model whose image generation quality is competitive with state-of-the-art image generators (e.g., Imagen, SDXL, and even Midjourney), reaching near-commercial application standards. Additionally, it supports high-resolution image synthesis up to 1024px resolution with low training cost, as shown in Figure 1 and 2. To achieve this goal, three core designs are proposed: (1) Training strategy decomposition: We devise three distinct training steps that separately optimize pixel dependency, text-image alignment, and image aesthetic quality; (2) Efficient T2I Transformer: We incorporate cross-attention modules into Diffusion Transformer (DiT) to inject text conditions and streamline the computation-intensive class-condition branch; (3) High-informative data: We emphasize the significance of concept density in text-image pairs and leverage a large Vision-Language model to auto-label dense pseudo-captions to assist text-image alignment learning. As a result, PIXART-alpha's training speed markedly surpasses existing large-scale T2I models, e.g., PIXART-alpha only takes 10.8% of Stable Diffusion v1.5's training time (675 vs. 6,250 A100 GPU days), saving nearly \300,000 (26,000 vs. \320,000) and reducing 90% CO2 emissions. Moreover, compared with a larger SOTA model, RAPHAEL, our training cost is merely 1%. Extensive experiments demonstrate that PIXART-\alpha excels in image quality, artistry, and semantic control. We hope PIXART-\alpha$ will provide new insights to the AIGC community and startups to accelerate building their own high-quality yet low-cost generative models from scratch.

Dataset Distillation via Curriculum Data Synthesis in Large Data Era

Dataset distillation or condensation aims to generate a smaller but representative subset from a large dataset, which allows a model to be trained more efficiently, meanwhile evaluating on the original testing data distribution to achieve decent performance. Previous decoupled methods like SRe^2L simply use a unified gradient update scheme for synthesizing data from Gaussian noise, while, we notice that the initial several update iterations will determine the final outline of synthesis, thus an improper gradient update strategy may dramatically affect the final generation quality. To address this, we introduce a simple yet effective global-to-local gradient refinement approach enabled by curriculum data augmentation (CDA) during data synthesis. The proposed framework achieves the current published highest accuracy on both large-scale ImageNet-1K and 21K with 63.2% under IPC (Images Per Class) 50 and 36.1% under IPC 20, using a regular input resolution of 224times224 with faster convergence speed and less synthetic time. The proposed model outperforms the current state-of-the-art methods like SRe^2L, TESLA, and MTT by more than 4% Top-1 accuracy on ImageNet-1K/21K and for the first time, reduces the gap to its full-data training counterparts to less than absolute 15%. Moreover, this work represents the inaugural success in dataset distillation on the larger-scale ImageNet-21K dataset under the standard 224times224 resolution. Our code and distilled ImageNet-21K dataset of 20 IPC, 2K recovery budget are available at https://github.com/VILA-Lab/SRe2L/tree/main/CDA.

StyleTTS-ZS: Efficient High-Quality Zero-Shot Text-to-Speech Synthesis with Distilled Time-Varying Style Diffusion

The rapid development of large-scale text-to-speech (TTS) models has led to significant advancements in modeling diverse speaker prosody and voices. However, these models often face issues such as slow inference speeds, reliance on complex pre-trained neural codec representations, and difficulties in achieving naturalness and high similarity to reference speakers. To address these challenges, this work introduces StyleTTS-ZS, an efficient zero-shot TTS model that leverages distilled time-varying style diffusion to capture diverse speaker identities and prosodies. We propose a novel approach that represents human speech using input text and fixed-length time-varying discrete style codes to capture diverse prosodic variations, trained adversarially with multi-modal discriminators. A diffusion model is then built to sample this time-varying style code for efficient latent diffusion. Using classifier-free guidance, StyleTTS-ZS achieves high similarity to the reference speaker in the style diffusion process. Furthermore, to expedite sampling, the style diffusion model is distilled with perceptual loss using only 10k samples, maintaining speech quality and similarity while reducing inference speed by 90%. Our model surpasses previous state-of-the-art large-scale zero-shot TTS models in both naturalness and similarity, offering a 10-20 faster sampling speed, making it an attractive alternative for efficient large-scale zero-shot TTS systems. The audio demo, code and models are available at https://styletts-zs.github.io/.

SVGCraft: Beyond Single Object Text-to-SVG Synthesis with Comprehensive Canvas Layout

Generating VectorArt from text prompts is a challenging vision task, requiring diverse yet realistic depictions of the seen as well as unseen entities. However, existing research has been mostly limited to the generation of single objects, rather than comprehensive scenes comprising multiple elements. In response, this work introduces SVGCraft, a novel end-to-end framework for the creation of vector graphics depicting entire scenes from textual descriptions. Utilizing a pre-trained LLM for layout generation from text prompts, this framework introduces a technique for producing masked latents in specified bounding boxes for accurate object placement. It introduces a fusion mechanism for integrating attention maps and employs a diffusion U-Net for coherent composition, speeding up the drawing process. The resulting SVG is optimized using a pre-trained encoder and LPIPS loss with opacity modulation to maximize similarity. Additionally, this work explores the potential of primitive shapes in facilitating canvas completion in constrained environments. Through both qualitative and quantitative assessments, SVGCraft is demonstrated to surpass prior works in abstraction, recognizability, and detail, as evidenced by its performance metrics (CLIP-T: 0.4563, Cosine Similarity: 0.6342, Confusion: 0.66, Aesthetic: 6.7832). The code will be available at https://github.com/ayanban011/SVGCraft.

4D Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes

We consider the problem of novel view synthesis (NVS) for dynamic scenes. Recent neural approaches have accomplished exceptional NVS results for static 3D scenes, but extensions to 4D time-varying scenes remain non-trivial. Prior efforts often encode dynamics by learning a canonical space plus implicit or explicit deformation fields, which struggle in challenging scenarios like sudden movements or capturing high-fidelity renderings. In this paper, we introduce 4D Gaussian Splatting (4DGS), a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians, inspired by the success of 3D Gaussian Splatting in static scenes. We model dynamics at each timestamp by temporally slicing the 4D Gaussians, which naturally compose dynamic 3D Gaussians and can be seamlessly projected into images. As an explicit spatial-temporal representation, 4DGS demonstrates powerful capabilities for modeling complicated dynamics and fine details, especially for scenes with abrupt motions. We further implement our temporal slicing and splatting techniques in a highly optimized CUDA acceleration framework, achieving real-time inference rendering speeds of up to 277 FPS on an RTX 3090 GPU and 583 FPS on an RTX 4090 GPU. Rigorous evaluations on scenes with diverse motions showcase the superior efficiency and effectiveness of 4DGS, which consistently outperforms existing methods both quantitatively and qualitatively.

Wild-GS: Real-Time Novel View Synthesis from Unconstrained Photo Collections

Photographs captured in unstructured tourist environments frequently exhibit variable appearances and transient occlusions, challenging accurate scene reconstruction and inducing artifacts in novel view synthesis. Although prior approaches have integrated the Neural Radiance Field (NeRF) with additional learnable modules to handle the dynamic appearances and eliminate transient objects, their extensive training demands and slow rendering speeds limit practical deployments. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising alternative to NeRF, offering superior training and inference efficiency along with better rendering quality. This paper presents Wild-GS, an innovative adaptation of 3DGS optimized for unconstrained photo collections while preserving its efficiency benefits. Wild-GS determines the appearance of each 3D Gaussian by their inherent material attributes, global illumination and camera properties per image, and point-level local variance of reflectance. Unlike previous methods that model reference features in image space, Wild-GS explicitly aligns the pixel appearance features to the corresponding local Gaussians by sampling the triplane extracted from the reference image. This novel design effectively transfers the high-frequency detailed appearance of the reference view to 3D space and significantly expedites the training process. Furthermore, 2D visibility maps and depth regularization are leveraged to mitigate the transient effects and constrain the geometry, respectively. Extensive experiments demonstrate that Wild-GS achieves state-of-the-art rendering performance and the highest efficiency in both training and inference among all the existing techniques.

Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis

Volumetric rendering based methods, like NeRF, excel in HDR view synthesis from RAWimages, especially for nighttime scenes. While, they suffer from long training times and cannot perform real-time rendering due to dense sampling requirements. The advent of 3D Gaussian Splatting (3DGS) enables real-time rendering and faster training. However, implementing RAW image-based view synthesis directly using 3DGS is challenging due to its inherent drawbacks: 1) in nighttime scenes, extremely low SNR leads to poor structure-from-motion (SfM) estimation in distant views; 2) the limited representation capacity of spherical harmonics (SH) function is unsuitable for RAW linear color space; and 3) inaccurate scene structure hampers downstream tasks such as refocusing. To address these issues, we propose LE3D (Lighting Every darkness with 3DGS). Our method proposes Cone Scatter Initialization to enrich the estimation of SfM, and replaces SH with a Color MLP to represent the RAW linear color space. Additionally, we introduce depth distortion and near-far regularizations to improve the accuracy of scene structure for downstream tasks. These designs enable LE3D to perform real-time novel view synthesis, HDR rendering, refocusing, and tone-mapping changes. Compared to previous volumetric rendering based methods, LE3D reduces training time to 1% and improves rendering speed by up to 4,000 times for 2K resolution images in terms of FPS. Code and viewer can be found in https://github.com/Srameo/LE3D .

Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes

This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.

VALL-E R: Robust and Efficient Zero-Shot Text-to-Speech Synthesis via Monotonic Alignment

With the help of discrete neural audio codecs, large language models (LLM) have increasingly been recognized as a promising methodology for zero-shot Text-to-Speech (TTS) synthesis. However, sampling based decoding strategies bring astonishing diversity to generation, but also pose robustness issues such as typos, omissions and repetition. In addition, the high sampling rate of audio also brings huge computational overhead to the inference process of autoregression. To address these issues, we propose VALL-E R, a robust and efficient zero-shot TTS system, building upon the foundation of VALL-E. Specifically, we introduce a phoneme monotonic alignment strategy to strengthen the connection between phonemes and acoustic sequence, ensuring a more precise alignment by constraining the acoustic tokens to match their associated phonemes. Furthermore, we employ a codec-merging approach to downsample the discrete codes in shallow quantization layer, thereby accelerating the decoding speed while preserving the high quality of speech output. Benefiting from these strategies, VALL-E R obtains controllablity over phonemes and demonstrates its strong robustness by approaching the WER of ground truth. In addition, it requires fewer autoregressive steps, with over 60% time reduction during inference. This research has the potential to be applied to meaningful projects, including the creation of speech for those affected by aphasia. Audio samples will be available at: https://aka.ms/valler.

Mixed Neural Voxels for Fast Multi-view Video Synthesis

Synthesizing high-fidelity videos from real-world multi-view input is challenging because of the complexities of real-world environments and highly dynamic motions. Previous works based on neural radiance fields have demonstrated high-quality reconstructions of dynamic scenes. However, training such models on real-world scenes is time-consuming, usually taking days or weeks. In this paper, we present a novel method named MixVoxels to better represent the dynamic scenes with fast training speed and competitive rendering qualities. The proposed MixVoxels represents the 4D dynamic scenes as a mixture of static and dynamic voxels and processes them with different networks. In this way, the computation of the required modalities for static voxels can be processed by a lightweight model, which essentially reduces the amount of computation, especially for many daily dynamic scenes dominated by the static background. To separate the two kinds of voxels, we propose a novel variation field to estimate the temporal variance of each voxel. For the dynamic voxels, we design an inner-product time query method to efficiently query multiple time steps, which is essential to recover the high-dynamic motions. As a result, with 15 minutes of training for dynamic scenes with inputs of 300-frame videos, MixVoxels achieves better PSNR than previous methods. Codes and trained models are available at https://github.com/fengres/mixvoxels

RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesis

Differentiable volumetric rendering-based methods made significant progress in novel view synthesis. On one hand, innovative methods have replaced the Neural Radiance Fields (NeRF) network with locally parameterized structures, enabling high-quality renderings in a reasonable time. On the other hand, approaches have used differentiable splatting instead of NeRF's ray casting to optimize radiance fields rapidly using Gaussian kernels, allowing for fine adaptation to the scene. However, differentiable ray casting of irregularly spaced kernels has been scarcely explored, while splatting, despite enabling fast rendering times, is susceptible to clearly visible artifacts. Our work closes this gap by providing a physically consistent formulation of the emitted radiance c and density {\sigma}, decomposed with Gaussian functions associated with Spherical Gaussians/Harmonics for all-frequency colorimetric representation. We also introduce a method enabling differentiable ray casting of irregularly distributed Gaussians using an algorithm that integrates radiance fields slab by slab and leverages a BVH structure. This allows our approach to finely adapt to the scene while avoiding splatting artifacts. As a result, we achieve superior rendering quality compared to the state-of-the-art while maintaining reasonable training times and achieving inference speeds of 25 FPS on the Blender dataset. Project page with videos and code: https://raygauss.github.io/

HierSpeech++: Bridging the Gap between Semantic and Acoustic Representation of Speech by Hierarchical Variational Inference for Zero-shot Speech Synthesis

Large language models (LLM)-based speech synthesis has been widely adopted in zero-shot speech synthesis. However, they require a large-scale data and possess the same limitations as previous autoregressive speech models, including slow inference speed and lack of robustness. This paper proposes HierSpeech++, a fast and strong zero-shot speech synthesizer for text-to-speech (TTS) and voice conversion (VC). We verified that hierarchical speech synthesis frameworks could significantly improve the robustness and expressiveness of the synthetic speech. Furthermore, we significantly improve the naturalness and speaker similarity of synthetic speech even in zero-shot speech synthesis scenarios. For text-to-speech, we adopt the text-to-vec framework, which generates a self-supervised speech representation and an F0 representation based on text representations and prosody prompts. Then, HierSpeech++ generates speech from the generated vector, F0, and voice prompt. We further introduce a high-efficient speech super-resolution framework from 16 kHz to 48 kHz. The experimental results demonstrated that the hierarchical variational autoencoder could be a strong zero-shot speech synthesizer given that it outperforms LLM-based and diffusion-based models. Moreover, we achieved the first human-level quality zero-shot speech synthesis. Audio samples and source code are available at https://github.com/sh-lee-prml/HierSpeechpp.

HiDiffusion: Unlocking High-Resolution Creativity and Efficiency in Low-Resolution Trained Diffusion Models

We introduce HiDiffusion, a tuning-free framework comprised of Resolution-Aware U-Net (RAU-Net) and Modified Shifted Window Multi-head Self-Attention (MSW-MSA) to enable pretrained large text-to-image diffusion models to efficiently generate high-resolution images (e.g. 1024times1024) that surpass the training image resolution. Pretrained diffusion models encounter unreasonable object duplication in generating images beyond the training image resolution. We attribute it to the mismatch between the feature map size of high-resolution images and the receptive field of U-Net's convolution. To address this issue, we propose a simple yet scalable method named RAU-Net. RAU-Net dynamically adjusts the feature map size to match the convolution's receptive field in the deep block of U-Net. Another obstacle in high-resolution synthesis is the slow inference speed of U-Net. Our observations reveal that the global self-attention in the top block, which exhibits locality, however, consumes the majority of computational resources. To tackle this issue, we propose MSW-MSA. Unlike previous window attention mechanisms, our method uses a much larger window size and dynamically shifts windows to better accommodate diffusion models. Extensive experiments demonstrate that our HiDiffusion can scale diffusion models to generate 1024times1024, 2048times2048, or even 4096times4096 resolution images, while simultaneously reducing inference time by 40\%-60\%, achieving state-of-the-art performance on high-resolution image synthesis. The most significant revelation of our work is that a pretrained diffusion model on low-resolution images is scalable for high-resolution generation without further tuning. We hope this revelation can provide insights for future research on the scalability of diffusion models.

SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

ProDiff: Progressive Fast Diffusion Model For High-Quality Text-to-Speech

Denoising diffusion probabilistic models (DDPMs) have recently achieved leading performances in many generative tasks. However, the inherited iterative sampling process costs hinder their applications to text-to-speech deployment. Through the preliminary study on diffusion model parameterization, we find that previous gradient-based TTS models require hundreds or thousands of iterations to guarantee high sample quality, which poses a challenge for accelerating sampling. In this work, we propose ProDiff, on progressive fast diffusion model for high-quality text-to-speech. Unlike previous work estimating the gradient for data density, ProDiff parameterizes the denoising model by directly predicting clean data to avoid distinct quality degradation in accelerating sampling. To tackle the model convergence challenge with decreased diffusion iterations, ProDiff reduces the data variance in the target site via knowledge distillation. Specifically, the denoising model uses the generated mel-spectrogram from an N-step DDIM teacher as the training target and distills the behavior into a new model with N/2 steps. As such, it allows the TTS model to make sharp predictions and further reduces the sampling time by orders of magnitude. Our evaluation demonstrates that ProDiff needs only 2 iterations to synthesize high-fidelity mel-spectrograms, while it maintains sample quality and diversity competitive with state-of-the-art models using hundreds of steps. ProDiff enables a sampling speed of 24x faster than real-time on a single NVIDIA 2080Ti GPU, making diffusion models practically applicable to text-to-speech synthesis deployment for the first time. Our extensive ablation studies demonstrate that each design in ProDiff is effective, and we further show that ProDiff can be easily extended to the multi-speaker setting. Audio samples are available at https://ProDiff.github.io/.

Coordinate-Aware Modulation for Neural Fields

Neural fields, mapping low-dimensional input coordinates to corresponding signals, have shown promising results in representing various signals. Numerous methodologies have been proposed, and techniques employing MLPs and grid representations have achieved substantial success. MLPs allow compact and high expressibility, yet often suffer from spectral bias and slow convergence speed. On the other hand, methods using grids are free from spectral bias and achieve fast training speed, however, at the expense of high spatial complexity. In this work, we propose a novel way for exploiting both MLPs and grid representations in neural fields. Unlike the prevalent methods that combine them sequentially (extract features from the grids first and feed them to the MLP), we inject spectral bias-free grid representations into the intermediate features in the MLP. More specifically, we suggest a Coordinate-Aware Modulation (CAM), which modulates the intermediate features using scale and shift parameters extracted from the grid representations. This can maintain the strengths of MLPs while mitigating any remaining potential biases, facilitating the rapid learning of high-frequency components. In addition, we empirically found that the feature normalizations, which have not been successful in neural filed literature, proved to be effective when applied in conjunction with the proposed CAM. Experimental results demonstrate that CAM enhances the performance of neural representation and improves learning stability across a range of signals. Especially in the novel view synthesis task, we achieved state-of-the-art performance with the least number of parameters and fast training speed for dynamic scenes and the best performance under 1MB memory for static scenes. CAM also outperforms the best-performing video compression methods using neural fields by a large margin.

SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes

Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Project page: https://yihua7.github.io/SC-GS-web/

GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering

Advancements in 3D Gaussian Splatting have significantly accelerated 3D reconstruction and generation. However, it may require a large number of Gaussians, which creates a substantial memory footprint. This paper introduces GES (Generalized Exponential Splatting), a novel representation that employs Generalized Exponential Function (GEF) to model 3D scenes, requiring far fewer particles to represent a scene and thus significantly outperforming Gaussian Splatting methods in efficiency with a plug-and-play replacement ability for Gaussian-based utilities. GES is validated theoretically and empirically in both principled 1D setup and realistic 3D scenes. It is shown to represent signals with sharp edges more accurately, which are typically challenging for Gaussians due to their inherent low-pass characteristics. Our empirical analysis demonstrates that GEF outperforms Gaussians in fitting natural-occurring signals (e.g. squares, triangles, and parabolic signals), thereby reducing the need for extensive splitting operations that increase the memory footprint of Gaussian Splatting. With the aid of a frequency-modulated loss, GES achieves competitive performance in novel-view synthesis benchmarks while requiring less than half the memory storage of Gaussian Splatting and increasing the rendering speed by up to 39%. The code is available on the project website https://abdullahamdi.com/ges .

MetaDreamer: Efficient Text-to-3D Creation With Disentangling Geometry and Texture

Generative models for 3D object synthesis have seen significant advancements with the incorporation of prior knowledge distilled from 2D diffusion models. Nevertheless, challenges persist in the form of multi-view geometric inconsistencies and slow generation speeds within the existing 3D synthesis frameworks. This can be attributed to two factors: firstly, the deficiency of abundant geometric a priori knowledge in optimization, and secondly, the entanglement issue between geometry and texture in conventional 3D generation methods.In response, we introduce MetaDreammer, a two-stage optimization approach that leverages rich 2D and 3D prior knowledge. In the first stage, our emphasis is on optimizing the geometric representation to ensure multi-view consistency and accuracy of 3D objects. In the second stage, we concentrate on fine-tuning the geometry and optimizing the texture, thereby achieving a more refined 3D object. Through leveraging 2D and 3D prior knowledge in two stages, respectively, we effectively mitigate the interdependence between geometry and texture. MetaDreamer establishes clear optimization objectives for each stage, resulting in significant time savings in the 3D generation process. Ultimately, MetaDreamer can generate high-quality 3D objects based on textual prompts within 20 minutes, and to the best of our knowledge, it is the most efficient text-to-3D generation method. Furthermore, we introduce image control into the process, enhancing the controllability of 3D generation. Extensive empirical evidence confirms that our method is not only highly efficient but also achieves a quality level that is at the forefront of current state-of-the-art 3D generation techniques.

FastSpeech: Fast, Robust and Controllable Text to Speech

Neural network based end-to-end text to speech (TTS) has significantly improved the quality of synthesized speech. Prominent methods (e.g., Tacotron 2) usually first generate mel-spectrogram from text, and then synthesize speech from the mel-spectrogram using vocoder such as WaveNet. Compared with traditional concatenative and statistical parametric approaches, neural network based end-to-end models suffer from slow inference speed, and the synthesized speech is usually not robust (i.e., some words are skipped or repeated) and lack of controllability (voice speed or prosody control). In this work, we propose a novel feed-forward network based on Transformer to generate mel-spectrogram in parallel for TTS. Specifically, we extract attention alignments from an encoder-decoder based teacher model for phoneme duration prediction, which is used by a length regulator to expand the source phoneme sequence to match the length of the target mel-spectrogram sequence for parallel mel-spectrogram generation. Experiments on the LJSpeech dataset show that our parallel model matches autoregressive models in terms of speech quality, nearly eliminates the problem of word skipping and repeating in particularly hard cases, and can adjust voice speed smoothly. Most importantly, compared with autoregressive Transformer TTS, our model speeds up mel-spectrogram generation by 270x and the end-to-end speech synthesis by 38x. Therefore, we call our model FastSpeech.

One is All: Bridging the Gap Between Neural Radiance Fields Architectures with Progressive Volume Distillation

Neural Radiance Fields (NeRF) methods have proved effective as compact, high-quality and versatile representations for 3D scenes, and enable downstream tasks such as editing, retrieval, navigation, etc. Various neural architectures are vying for the core structure of NeRF, including the plain Multi-Layer Perceptron (MLP), sparse tensors, low-rank tensors, hashtables and their compositions. Each of these representations has its particular set of trade-offs. For example, the hashtable-based representations admit faster training and rendering but their lack of clear geometric meaning hampers downstream tasks like spatial-relation-aware editing. In this paper, we propose Progressive Volume Distillation (PVD), a systematic distillation method that allows any-to-any conversions between different architectures, including MLP, sparse or low-rank tensors, hashtables and their compositions. PVD consequently empowers downstream applications to optimally adapt the neural representations for the task at hand in a post hoc fashion. The conversions are fast, as distillation is progressively performed on different levels of volume representations, from shallower to deeper. We also employ special treatment of density to deal with its specific numerical instability problem. Empirical evidence is presented to validate our method on the NeRF-Synthetic, LLFF and TanksAndTemples datasets. For example, with PVD, an MLP-based NeRF model can be distilled from a hashtable-based Instant-NGP model at a 10X~20X faster speed than being trained the original NeRF from scratch, while achieving a superior level of synthesis quality. Code is available at https://github.com/megvii-research/AAAI2023-PVD.

FlashSpeech: Efficient Zero-Shot Speech Synthesis

Recent progress in large-scale zero-shot speech synthesis has been significantly advanced by language models and diffusion models. However, the generation process of both methods is slow and computationally intensive. Efficient speech synthesis using a lower computing budget to achieve quality on par with previous work remains a significant challenge. In this paper, we present FlashSpeech, a large-scale zero-shot speech synthesis system with approximately 5\% of the inference time compared with previous work. FlashSpeech is built on the latent consistency model and applies a novel adversarial consistency training approach that can train from scratch without the need for a pre-trained diffusion model as the teacher. Furthermore, a new prosody generator module enhances the diversity of prosody, making the rhythm of the speech sound more natural. The generation processes of FlashSpeech can be achieved efficiently with one or two sampling steps while maintaining high audio quality and high similarity to the audio prompt for zero-shot speech generation. Our experimental results demonstrate the superior performance of FlashSpeech. Notably, FlashSpeech can be about 20 times faster than other zero-shot speech synthesis systems while maintaining comparable performance in terms of voice quality and similarity. Furthermore, FlashSpeech demonstrates its versatility by efficiently performing tasks like voice conversion, speech editing, and diverse speech sampling. Audio samples can be found in https://flashspeech.github.io/.

Generative Expressive Conversational Speech Synthesis

Conversational Speech Synthesis (CSS) aims to express a target utterance with the proper speaking style in a user-agent conversation setting. Existing CSS methods employ effective multi-modal context modeling techniques to achieve empathy understanding and expression. However, they often need to design complex network architectures and meticulously optimize the modules within them. In addition, due to the limitations of small-scale datasets containing scripted recording styles, they often fail to simulate real natural conversational styles. To address the above issues, we propose a novel generative expressive CSS system, termed GPT-Talker.We transform the multimodal information of the multi-turn dialogue history into discrete token sequences and seamlessly integrate them to form a comprehensive user-agent dialogue context. Leveraging the power of GPT, we predict the token sequence, that includes both semantic and style knowledge, of response for the agent. After that, the expressive conversational speech is synthesized by the conversation-enriched VITS to deliver feedback to the user.Furthermore, we propose a large-scale Natural CSS Dataset called NCSSD, that includes both naturally recorded conversational speech in improvised styles and dialogues extracted from TV shows. It encompasses both Chinese and English languages, with a total duration of 236 hours.We conducted comprehensive experiments on the reliability of the NCSSD and the effectiveness of our GPT-Talker. Both subjective and objective evaluations demonstrate that our model outperforms other state-of-the-art CSS systems significantly in terms of naturalness and expressiveness. The Code, Dataset, and Pre-trained Model are available at: https://github.com/AI-S2-Lab/GPT-Talker.

High-Fidelity Speech Synthesis with Minimal Supervision: All Using Diffusion Models

Text-to-speech (TTS) methods have shown promising results in voice cloning, but they require a large number of labeled text-speech pairs. Minimally-supervised speech synthesis decouples TTS by combining two types of discrete speech representations(semantic \& acoustic) and using two sequence-to-sequence tasks to enable training with minimal supervision. However, existing methods suffer from information redundancy and dimension explosion in semantic representation, and high-frequency waveform distortion in discrete acoustic representation. Autoregressive frameworks exhibit typical instability and uncontrollability issues. And non-autoregressive frameworks suffer from prosodic averaging caused by duration prediction models. To address these issues, we propose a minimally-supervised high-fidelity speech synthesis method, where all modules are constructed based on the diffusion models. The non-autoregressive framework enhances controllability, and the duration diffusion model enables diversified prosodic expression. Contrastive Token-Acoustic Pretraining (CTAP) is used as an intermediate semantic representation to solve the problems of information redundancy and dimension explosion in existing semantic coding methods. Mel-spectrogram is used as the acoustic representation. Both semantic and acoustic representations are predicted by continuous variable regression tasks to solve the problem of high-frequency fine-grained waveform distortion. Experimental results show that our proposed method outperforms the baseline method. We provide audio samples on our website.

DelightfulTTS: The Microsoft Speech Synthesis System for Blizzard Challenge 2021

This paper describes the Microsoft end-to-end neural text to speech (TTS) system: DelightfulTTS for Blizzard Challenge 2021. The goal of this challenge is to synthesize natural and high-quality speech from text, and we approach this goal in two perspectives: The first is to directly model and generate waveform in 48 kHz sampling rate, which brings higher perception quality than previous systems with 16 kHz or 24 kHz sampling rate; The second is to model the variation information in speech through a systematic design, which improves the prosody and naturalness. Specifically, for 48 kHz modeling, we predict 16 kHz mel-spectrogram in acoustic model, and propose a vocoder called HiFiNet to directly generate 48 kHz waveform from predicted 16 kHz mel-spectrogram, which can better trade off training efficiency, modelling stability and voice quality. We model variation information systematically from both explicit (speaker ID, language ID, pitch and duration) and implicit (utterance-level and phoneme-level prosody) perspectives: 1) For speaker and language ID, we use lookup embedding in training and inference; 2) For pitch and duration, we extract the values from paired text-speech data in training and use two predictors to predict the values in inference; 3) For utterance-level and phoneme-level prosody, we use two reference encoders to extract the values in training, and use two separate predictors to predict the values in inference. Additionally, we introduce an improved Conformer block to better model the local and global dependency in acoustic model. For task SH1, DelightfulTTS achieves 4.17 mean score in MOS test and 4.35 in SMOS test, which indicates the effectiveness of our proposed system

Voice Cloning for Dysarthric Speech Synthesis: Addressing Data Scarcity in Speech-Language Pathology

This study explores voice cloning to generate synthetic speech replicating the unique patterns of individuals with dysarthria. Using the TORGO dataset, we address data scarcity and privacy challenges in speech-language pathology. Our contributions include demonstrating that voice cloning preserves dysarthric speech characteristics, analyzing differences between real and synthetic data, and discussing implications for diagnostics, rehabilitation, and communication. We cloned voices from dysarthric and control speakers using a commercial platform, ensuring gender-matched synthetic voices. A licensed speech-language pathologist (SLP) evaluated a subset for dysarthria, speaker gender, and synthetic indicators. The SLP correctly identified dysarthria in all cases and speaker gender in 95% but misclassified 30% of synthetic samples as real, indicating high realism. Our results suggest synthetic speech effectively captures disordered characteristics and that voice cloning has advanced to produce high-quality data resembling real speech, even to trained professionals. This has critical implications for healthcare, where synthetic data can mitigate data scarcity, protect privacy, and enhance AI-driven diagnostics. By enabling the creation of diverse, high-quality speech datasets, voice cloning can improve generalizable models, personalize therapy, and advance assistive technologies for dysarthria. We publicly release our synthetic dataset to foster further research and collaboration, aiming to develop robust models that improve patient outcomes in speech-language pathology.

Fish-Speech: Leveraging Large Language Models for Advanced Multilingual Text-to-Speech Synthesis

Text-to-Speech (TTS) systems face ongoing challenges in processing complex linguistic features, handling polyphonic expressions, and producing natural-sounding multilingual speech - capabilities that are crucial for future AI applications. In this paper, we present Fish-Speech, a novel framework that implements a serial fast-slow Dual Autoregressive (Dual-AR) architecture to enhance the stability of Grouped Finite Scalar Vector Quantization (GFSQ) in sequence generation tasks. This architecture improves codebook processing efficiency while maintaining high-fidelity outputs, making it particularly effective for AI interactions and voice cloning. Fish-Speech leverages Large Language Models (LLMs) for linguistic feature extraction, eliminating the need for traditional grapheme-to-phoneme (G2P) conversion and thereby streamlining the synthesis pipeline and enhancing multilingual support. Additionally, we developed FF-GAN through GFSQ to achieve superior compression ratios and near 100\% codebook utilization. Our approach addresses key limitations of current TTS systems while providing a foundation for more sophisticated, context-aware speech synthesis. Experimental results show that Fish-Speech significantly outperforms baseline models in handling complex linguistic scenarios and voice cloning tasks, demonstrating its potential to advance TTS technology in AI applications. The implementation is open source at https://github.com/fishaudio/fish-speech{https://github.com/fishaudio/fish-speech}.

CosyVoice 2: Scalable Streaming Speech Synthesis with Large Language Models

In our previous work, we introduced CosyVoice, a multilingual speech synthesis model based on supervised discrete speech tokens. By employing progressive semantic decoding with two popular generative models, language models (LMs) and Flow Matching, CosyVoice demonstrated high prosody naturalness, content consistency, and speaker similarity in speech in-context learning. Recently, significant progress has been made in multi-modal large language models (LLMs), where the response latency and real-time factor of speech synthesis play a crucial role in the interactive experience. Therefore, in this report, we present an improved streaming speech synthesis model, CosyVoice 2, which incorporates comprehensive and systematic optimizations. Specifically, we introduce finite-scalar quantization to improve the codebook utilization of speech tokens. For the text-speech LM, we streamline the model architecture to allow direct use of a pre-trained LLM as the backbone. In addition, we develop a chunk-aware causal flow matching model to support various synthesis scenarios, enabling both streaming and non-streaming synthesis within a single model. By training on a large-scale multilingual dataset, CosyVoice 2 achieves human-parity naturalness, minimal response latency, and virtually lossless synthesis quality in the streaming mode. We invite readers to listen to the demos at https://funaudiollm.github.io/cosyvoice2.

Autoregressive Diffusion Transformer for Text-to-Speech Synthesis

Audio language models have recently emerged as a promising approach for various audio generation tasks, relying on audio tokenizers to encode waveforms into sequences of discrete symbols. Audio tokenization often poses a necessary compromise between code bitrate and reconstruction accuracy. When dealing with low-bitrate audio codes, language models are constrained to process only a subset of the information embedded in the audio, which in turn restricts their generative capabilities. To circumvent these issues, we propose encoding audio as vector sequences in continuous space mathbb R^d and autoregressively generating these sequences using a decoder-only diffusion transformer (ARDiT). Our findings indicate that ARDiT excels in zero-shot text-to-speech and exhibits performance that compares to or even surpasses that of state-of-the-art models. High-bitrate continuous speech representation enables almost flawless reconstruction, allowing our model to achieve nearly perfect speech editing. Our experiments reveal that employing Integral Kullback-Leibler (IKL) divergence for distillation at each autoregressive step significantly boosts the perceived quality of the samples. Simultaneously, it condenses the iterative sampling process of the diffusion model into a single step. Furthermore, ARDiT can be trained to predict several continuous vectors in one step, significantly reducing latency during sampling. Impressively, one of our models can generate 170 ms of 24 kHz speech per evaluation step with minimal degradation in performance. Audio samples are available at http://ardit-tts.github.io/ .

DiffV2S: Diffusion-based Video-to-Speech Synthesis with Vision-guided Speaker Embedding

Recent research has demonstrated impressive results in video-to-speech synthesis which involves reconstructing speech solely from visual input. However, previous works have struggled to accurately synthesize speech due to a lack of sufficient guidance for the model to infer the correct content with the appropriate sound. To resolve the issue, they have adopted an extra speaker embedding as a speaking style guidance from a reference auditory information. Nevertheless, it is not always possible to obtain the audio information from the corresponding video input, especially during the inference time. In this paper, we present a novel vision-guided speaker embedding extractor using a self-supervised pre-trained model and prompt tuning technique. In doing so, the rich speaker embedding information can be produced solely from input visual information, and the extra audio information is not necessary during the inference time. Using the extracted vision-guided speaker embedding representations, we further develop a diffusion-based video-to-speech synthesis model, so called DiffV2S, conditioned on those speaker embeddings and the visual representation extracted from the input video. The proposed DiffV2S not only maintains phoneme details contained in the input video frames, but also creates a highly intelligible mel-spectrogram in which the speaker identities of the multiple speakers are all preserved. Our experimental results show that DiffV2S achieves the state-of-the-art performance compared to the previous video-to-speech synthesis technique.

Computer-assisted Pronunciation Training -- Speech synthesis is almost all you need

The research community has long studied computer-assisted pronunciation training (CAPT) methods in non-native speech. Researchers focused on studying various model architectures, such as Bayesian networks and deep learning methods, as well as on the analysis of different representations of the speech signal. Despite significant progress in recent years, existing CAPT methods are not able to detect pronunciation errors with high accuracy (only 60\% precision at 40\%-80\% recall). One of the key problems is the low availability of mispronounced speech that is needed for the reliable training of pronunciation error detection models. If we had a generative model that could mimic non-native speech and produce any amount of training data, then the task of detecting pronunciation errors would be much easier. We present three innovative techniques based on phoneme-to-phoneme (P2P), text-to-speech (T2S), and speech-to-speech (S2S) conversion to generate correctly pronounced and mispronounced synthetic speech. We show that these techniques not only improve the accuracy of three machine learning models for detecting pronunciation errors but also help establish a new state-of-the-art in the field. Earlier studies have used simple speech generation techniques such as P2P conversion, but only as an additional mechanism to improve the accuracy of pronunciation error detection. We, on the other hand, consider speech generation to be the first-class method of detecting pronunciation errors. The effectiveness of these techniques is assessed in the tasks of detecting pronunciation and lexical stress errors. Non-native English speech corpora of German, Italian, and Polish speakers are used in the evaluations. The best proposed S2S technique improves the accuracy of detecting pronunciation errors in AUC metric by 41\% from 0.528 to 0.749 compared to the state-of-the-art approach.

WavThruVec: Latent speech representation as intermediate features for neural speech synthesis

Recent advances in neural text-to-speech research have been dominated by two-stage pipelines utilizing low-level intermediate speech representation such as mel-spectrograms. However, such predetermined features are fundamentally limited, because they do not allow to exploit the full potential of a data-driven approach through learning hidden representations. For this reason, several end-to-end methods have been proposed. However, such models are harder to train and require a large number of high-quality recordings with transcriptions. Here, we propose WavThruVec - a two-stage architecture that resolves the bottleneck by using high-dimensional Wav2Vec 2.0 embeddings as intermediate speech representation. Since these hidden activations provide high-level linguistic features, they are more robust to noise. That allows us to utilize annotated speech datasets of a lower quality to train the first-stage module. At the same time, the second-stage component can be trained on large-scale untranscribed audio corpora, as Wav2Vec 2.0 embeddings are already time-aligned. This results in an increased generalization capability to out-of-vocabulary words, as well as to a better generalization to unseen speakers. We show that the proposed model not only matches the quality of state-of-the-art neural models, but also presents useful properties enabling tasks like voice conversion or zero-shot synthesis.

Lina-Speech: Gated Linear Attention is a Fast and Parameter-Efficient Learner for text-to-speech synthesis

Neural codec language models have achieved state-of-the-art performance in text-to-speech (TTS) synthesis, leveraging scalable architectures like autoregressive transformers and large-scale speech datasets. By framing voice cloning as a prompt continuation task, these models excel at cloning voices from short audio samples. However, this approach is limited in its ability to handle numerous or lengthy speech excerpts, since the concatenation of source and target speech must fall within the maximum context length which is determined during training. In this work, we introduce Lina-Speech, a model that replaces traditional self-attention mechanisms with emerging recurrent architectures like Gated Linear Attention (GLA). Building on the success of initial-state tuning on RWKV, we extend this technique to voice cloning, enabling the use of multiple speech samples and full utilization of the context window in synthesis. This approach is fast, easy to deploy, and achieves performance comparable to fine-tuned baselines when the dataset size ranges from 3 to 15 minutes. Notably, Lina-Speech matches or outperforms state-of-the-art baseline models, including some with a parameter count up to four times higher or trained in an end-to-end style. We release our code and checkpoints. Audio samples are available at https://theodorblackbird.github.io/blog/demo_lina/.

NaturalL2S: End-to-End High-quality Multispeaker Lip-to-Speech Synthesis with Differential Digital Signal Processing

Recent advancements in visual speech recognition (VSR) have promoted progress in lip-to-speech synthesis, where pre-trained VSR models enhance the intelligibility of synthesized speech by providing valuable semantic information. The success achieved by cascade frameworks, which combine pseudo-VSR with pseudo-text-to-speech (TTS) or implicitly utilize the transcribed text, highlights the benefits of leveraging VSR models. However, these methods typically rely on mel-spectrograms as an intermediate representation, which may introduce a key bottleneck: the domain gap between synthetic mel-spectrograms, generated from inherently error-prone lip-to-speech mappings, and real mel-spectrograms used to train vocoders. This mismatch inevitably degrades synthesis quality. To bridge this gap, we propose Natural Lip-to-Speech (NaturalL2S), an end-to-end framework integrating acoustic inductive biases with differentiable speech generation components. Specifically, we introduce a fundamental frequency (F0) predictor to capture prosodic variations in synthesized speech. The predicted F0 then drives a Differentiable Digital Signal Processing (DDSP) synthesizer to generate a coarse signal which serves as prior information for subsequent speech synthesis. Additionally, instead of relying on a reference speaker embedding as an auxiliary input, our approach achieves satisfactory performance on speaker similarity without explicitly modelling speaker characteristics. Both objective and subjective evaluation results demonstrate that NaturalL2S can effectively enhance the quality of the synthesized speech when compared to state-of-the-art methods. Our demonstration page is accessible at https://yifan-liang.github.io/NaturalL2S/.

ZMM-TTS: Zero-shot Multilingual and Multispeaker Speech Synthesis Conditioned on Self-supervised Discrete Speech Representations

Neural text-to-speech (TTS) has achieved human-like synthetic speech for single-speaker, single-language synthesis. Multilingual TTS systems are limited to resource-rich languages due to the lack of large paired text and studio-quality audio data. In most cases, TTS systems are built using a single speaker's voice. However, there is growing interest in developing systems that can synthesize voices for new speakers using only a few seconds of their speech. This paper presents ZMM-TTS, a multilingual and multispeaker framework utilizing quantized latent speech representations from a large-scale, pre-trained, self-supervised model. Our paper is the first to incorporate the representations from text-based and speech-based self-supervised learning models into multilingual speech synthesis tasks. We conducted comprehensive subjective and objective evaluations through a series of experiments. Our model has been proven effective in terms of speech naturalness and similarity for both seen and unseen speakers in six high-resource languages. We also tested the efficiency of our method on two hypothetical low-resource languages. The results are promising, indicating that our proposed approach can synthesize audio that is intelligible and has a high degree of similarity to the target speaker's voice, even without any training data for the new, unseen language.

ProsodyFM: Unsupervised Phrasing and Intonation Control for Intelligible Speech Synthesis

Prosody contains rich information beyond the literal meaning of words, which is crucial for the intelligibility of speech. Current models still fall short in phrasing and intonation; they not only miss or misplace breaks when synthesizing long sentences with complex structures but also produce unnatural intonation. We propose ProsodyFM, a prosody-aware text-to-speech synthesis (TTS) model with a flow-matching (FM) backbone that aims to enhance the phrasing and intonation aspects of prosody. ProsodyFM introduces two key components: a Phrase Break Encoder to capture initial phrase break locations, followed by a Duration Predictor for the flexible adjustment of break durations; and a Terminal Intonation Encoder which integrates a set of intonation shape tokens combined with a novel Pitch Processor for more robust modeling of human-perceived intonation change. ProsodyFM is trained with no explicit prosodic labels and yet can uncover a broad spectrum of break durations and intonation patterns. Experimental results demonstrate that ProsodyFM can effectively improve the phrasing and intonation aspects of prosody, thereby enhancing the overall intelligibility compared to four state-of-the-art (SOTA) models. Out-of-distribution experiments show that this prosody improvement can further bring ProsodyFM superior generalizability for unseen complex sentences and speakers. Our case study intuitively illustrates the powerful and fine-grained controllability of ProsodyFM over phrasing and intonation.

Transfer Learning from Speaker Verification to Multispeaker Text-To-Speech Synthesis

We describe a neural network-based system for text-to-speech (TTS) synthesis that is able to generate speech audio in the voice of many different speakers, including those unseen during training. Our system consists of three independently trained components: (1) a speaker encoder network, trained on a speaker verification task using an independent dataset of noisy speech from thousands of speakers without transcripts, to generate a fixed-dimensional embedding vector from seconds of reference speech from a target speaker; (2) a sequence-to-sequence synthesis network based on Tacotron 2, which generates a mel spectrogram from text, conditioned on the speaker embedding; (3) an auto-regressive WaveNet-based vocoder that converts the mel spectrogram into a sequence of time domain waveform samples. We demonstrate that the proposed model is able to transfer the knowledge of speaker variability learned by the discriminatively-trained speaker encoder to the new task, and is able to synthesize natural speech from speakers that were not seen during training. We quantify the importance of training the speaker encoder on a large and diverse speaker set in order to obtain the best generalization performance. Finally, we show that randomly sampled speaker embeddings can be used to synthesize speech in the voice of novel speakers dissimilar from those used in training, indicating that the model has learned a high quality speaker representation.