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Oct 20

UNREAL: Unifying Retrieval and Long-Context with a Single Model

Long-context inference and Retrieval-Augmented Generation (RAG) handle evidence selection at vastly different scales, from a single long prompt to an entire corpus. We ask whether a single model-internal mechanism can select evidence across this range. We introduce UNifying REtrieval And Long-Context with a Single Model (UNREAL), a model-native evidence selection framework to span corpus retrieval and long-context inference. UNREAL encodes chunks and derives retrieval queries directly from the frozen LLM's internal representations. It adds fewer than 500K trainable parameters and leaves the backbone unchanged. On a 3B-token, 21M-chunk Wikipedia index, all four dense and hybrid UNREAL backbones outperform state-of-the-art retriever-reranker systems. The best model raises recall from 49.1% to 73.2% on HotpotQA, from 31.7% to 60.1% on 2WikiMultiHopQA, and from 8.8% to 14.4% on MuSiQue. Applied to long-context tasks, the same selection mechanism removes distractors before generation, raising NoLiMa accuracy from 1.0% to 24.83% at its maximum context length of 128K tokens, and LV-Eval's F1 score from 49.97% to 54.66% at 256K. UNREAL also reduces FLOPs and time-to-first-token relative to full-context inference from roughly 32K tokens onward, with larger gains as context grows. Together, these results establish model-internal evidence selection as a common foundation for corpus retrieval and evidence-sparse long-context inference.

nvidia NVIDIA
·
Oct 5 2

AI Playground: Unreal Engine-based Data Ablation Tool for Deep Learning

Machine learning requires data, but acquiring and labeling real-world data is challenging, expensive, and time-consuming. More importantly, it is nearly impossible to alter real data post-acquisition (e.g., change the illumination of a room), making it very difficult to measure how specific properties of the data affect performance. In this paper, we present AI Playground (AIP), an open-source, Unreal Engine-based tool for generating and labeling virtual image data. With AIP, it is trivial to capture the same image under different conditions (e.g., fidelity, lighting, etc.) and with different ground truths (e.g., depth or surface normal values). AIP is easily extendable and can be used with or without code. To validate our proposed tool, we generated eight datasets of otherwise identical but varying lighting and fidelity conditions. We then trained deep neural networks to predict (1) depth values, (2) surface normals, or (3) object labels and assessed each network's intra- and cross-dataset performance. Among other insights, we verified that sensitivity to different settings is problem-dependent. We confirmed the findings of other studies that segmentation models are very sensitive to fidelity, but we also found that they are just as sensitive to lighting. In contrast, depth and normal estimation models seem to be less sensitive to fidelity or lighting and more sensitive to the structure of the image. Finally, we tested our trained depth-estimation networks on two real-world datasets and obtained results comparable to training on real data alone, confirming that our virtual environments are realistic enough for real-world tasks.

  • 3 authors
·
Jul 12, 2020

SatUnreal: A High-Precision Synthetic Dataset for Satellite Stereo Matching via Unreal Engine

3D reconstruction from satellite imagery is essential for large-scale topographic analysis, yet the lack of high-fidelity training datasets with accurate occlusion labels remains a primary bottleneck. Existing benchmarks, such as US3D and WHU-Stereo, face inherent challenges in spatio-temporal mismatch -- environmental changes and shadow displacements between multi-view acquisitions -- and provide ambiguous ground truth in occluded regions due to LiDAR sparsity. In this paper, we propose SatUnreal, a high-precision synthetic dataset designed to fundamentally overcome these limitations through an Unreal Engine-based simulation pipeline. SatUnreal provides 10,000 stereo pairs with high resolution (0.3m GSD) and is characterized by: (1) Physical Geometry Simulation, replicating realistic satellite orbits by systematically varying baselines and azimuths; (2) Spatio-temporal Consistency, eliminating temporal noise through fixed virtual environments; (3) Topographic Diversity, spanning dense urban canyons to low-texture natural terrains; and (4) Mathematical Label Integrity, utilizing a novel two-step linetrace algorithm to generate flawless occlusion masks. Experimental results using SOTA iterative models demonstrate that models trained exclusively on SatUnreal achieve superior zero-shot transfer performance on real-world benchmarks (US3D, WHU-Stereo) compared to those trained on real datasets. Our findings prove that physically accurate synthetic data provides a more effective supervisory signal for learning geometric features than complex real-world observations, establishing a new paradigm for Sim-to-Real transfer in Earth Observation. Code and dataset are available at https://github.com/jmp-Telepix/SatUnreal_A_High-Precision_Synthetic_Dataset_for_Satellite_Stereo_Matching_via_UnrealEngine

  • 4 authors
·
Sep 22