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SubscribeVariational Model Inversion Attacks
Given the ubiquity of deep neural networks, it is important that these models do not reveal information about sensitive data that they have been trained on. In model inversion attacks, a malicious user attempts to recover the private dataset used to train a supervised neural network. A successful model inversion attack should generate realistic and diverse samples that accurately describe each of the classes in the private dataset. In this work, we provide a probabilistic interpretation of model inversion attacks, and formulate a variational objective that accounts for both diversity and accuracy. In order to optimize this variational objective, we choose a variational family defined in the code space of a deep generative model, trained on a public auxiliary dataset that shares some structural similarity with the target dataset. Empirically, our method substantially improves performance in terms of target attack accuracy, sample realism, and diversity on datasets of faces and chest X-ray images.
Devil is in the Details: Density Guidance for Detail-Aware Generation with Flow Models
Diffusion models have emerged as a powerful class of generative models, capable of producing high-quality images by mapping noise to a data distribution. However, recent findings suggest that image likelihood does not align with perceptual quality: high-likelihood samples tend to be smooth, while lower-likelihood ones are more detailed. Controlling sample density is thus crucial for balancing realism and detail. In this paper, we analyze an existing technique, Prior Guidance, which scales the latent code to influence image detail. We introduce score alignment, a condition that explains why this method works and show that it can be tractably checked for any continuous normalizing flow model. We then propose Density Guidance, a principled modification of the generative ODE that enables exact log-density control during sampling. Finally, we extend Density Guidance to stochastic sampling, ensuring precise log-density control while allowing controlled variation in structure or fine details. Our experiments demonstrate that these techniques provide fine-grained control over image detail without compromising sample quality.
Synthetic Video Enhances Physical Fidelity in Video Synthesis
We investigate how to enhance the physical fidelity of video generation models by leveraging synthetic videos derived from computer graphics pipelines. These rendered videos respect real-world physics, such as maintaining 3D consistency, and serve as a valuable resource that can potentially improve video generation models. To harness this potential, we propose a solution that curates and integrates synthetic data while introducing a method to transfer its physical realism to the model, significantly reducing unwanted artifacts. Through experiments on three representative tasks emphasizing physical consistency, we demonstrate its efficacy in enhancing physical fidelity. While our model still lacks a deep understanding of physics, our work offers one of the first empirical demonstrations that synthetic video enhances physical fidelity in video synthesis. Website: https://kevinz8866.github.io/simulation/
Diffusion Model with Perceptual Loss
Diffusion models trained with mean squared error loss tend to generate unrealistic samples. Current state-of-the-art models rely on classifier-free guidance to improve sample quality, yet its surprising effectiveness is not fully understood. In this paper, We show that the effectiveness of classifier-free guidance partly originates from it being a form of implicit perceptual guidance. As a result, we can directly incorporate perceptual loss in diffusion training to improve sample quality. Since the score matching objective used in diffusion training strongly resembles the denoising autoencoder objective used in unsupervised training of perceptual networks, the diffusion model itself is a perceptual network and can be used to generate meaningful perceptual loss. We propose a novel self-perceptual objective that results in diffusion models capable of generating more realistic samples. For conditional generation, our method only improves sample quality without entanglement with the conditional input and therefore does not sacrifice sample diversity. Our method can also improve sample quality for unconditional generation, which was not possible with classifier-free guidance before.
Learning to Fly -- a Gym Environment with PyBullet Physics for Reinforcement Learning of Multi-agent Quadcopter Control
Robotic simulators are crucial for academic research and education as well as the development of safety-critical applications. Reinforcement learning environments -- simple simulations coupled with a problem specification in the form of a reward function -- are also important to standardize the development (and benchmarking) of learning algorithms. Yet, full-scale simulators typically lack portability and parallelizability. Vice versa, many reinforcement learning environments trade-off realism for high sample throughputs in toy-like problems. While public data sets have greatly benefited deep learning and computer vision, we still lack the software tools to simultaneously develop -- and fairly compare -- control theory and reinforcement learning approaches. In this paper, we propose an open-source OpenAI Gym-like environment for multiple quadcopters based on the Bullet physics engine. Its multi-agent and vision based reinforcement learning interfaces, as well as the support of realistic collisions and aerodynamic effects, make it, to the best of our knowledge, a first of its kind. We demonstrate its use through several examples, either for control (trajectory tracking with PID control, multi-robot flight with downwash, etc.) or reinforcement learning (single and multi-agent stabilization tasks), hoping to inspire future research that combines control theory and machine learning.
Conditional Data Synthesis Augmentation
Reliable machine learning and statistical analysis rely on diverse, well-distributed training data. However, real-world datasets are often limited in size and exhibit underrepresentation across key subpopulations, leading to biased predictions and reduced performance, particularly in supervised tasks such as classification. To address these challenges, we propose Conditional Data Synthesis Augmentation (CoDSA), a novel framework that leverages generative models, such as diffusion models, to synthesize high-fidelity data for improving model performance across multimodal domains including tabular, textual, and image data. CoDSA generates synthetic samples that faithfully capture the conditional distributions of the original data, with a focus on under-sampled or high-interest regions. Through transfer learning, CoDSA fine-tunes pre-trained generative models to enhance the realism of synthetic data and increase sample density in sparse areas. This process preserves inter-modal relationships, mitigates data imbalance, improves domain adaptation, and boosts generalization. We also introduce a theoretical framework that quantifies the statistical accuracy improvements enabled by CoDSA as a function of synthetic sample volume and targeted region allocation, providing formal guarantees of its effectiveness. Extensive experiments demonstrate that CoDSA consistently outperforms non-adaptive augmentation strategies and state-of-the-art baselines in both supervised and unsupervised settings.
A cost-effective method for improving and re-purposing large, pre-trained GANs by fine-tuning their class-embeddings
Large, pre-trained generative models have been increasingly popular and useful to both the research and wider communities. Specifically, BigGANs a class-conditional Generative Adversarial Networks trained on ImageNet---achieved excellent, state-of-the-art capability in generating realistic photos. However, fine-tuning or training BigGANs from scratch is practically impossible for most researchers and engineers because (1) GAN training is often unstable and suffering from mode-collapse; and (2) the training requires a significant amount of computation, 256 Google TPUs for 2 days or 8xV100 GPUs for 15 days. Importantly, many pre-trained generative models both in NLP and image domains were found to contain biases that are harmful to society. Thus, we need computationally-feasible methods for modifying and re-purposing these huge, pre-trained models for downstream tasks. In this paper, we propose a cost-effective optimization method for improving and re-purposing BigGANs by fine-tuning only the class-embedding layer. We show the effectiveness of our model-editing approach in three tasks: (1) significantly improving the realism and diversity of samples of complete mode-collapse classes; (2) re-purposing ImageNet BigGANs for generating images for Places365; and (3) de-biasing or improving the sample diversity for selected ImageNet classes.
Adjoint Matching: Fine-tuning Flow and Diffusion Generative Models with Memoryless Stochastic Optimal Control
Dynamical generative models that produce samples through an iterative process, such as Flow Matching and denoising diffusion models, have seen widespread use, but there have not been many theoretically-sound methods for improving these models with reward fine-tuning. In this work, we cast reward fine-tuning as stochastic optimal control (SOC). Critically, we prove that a very specific memoryless noise schedule must be enforced during fine-tuning, in order to account for the dependency between the noise variable and the generated samples. We also propose a new algorithm named Adjoint Matching which outperforms existing SOC algorithms, by casting SOC problems as a regression problem. We find that our approach significantly improves over existing methods for reward fine-tuning, achieving better consistency, realism, and generalization to unseen human preference reward models, while retaining sample diversity.
VBench-2.0: Advancing Video Generation Benchmark Suite for Intrinsic Faithfulness
Video generation has advanced significantly, evolving from producing unrealistic outputs to generating videos that appear visually convincing and temporally coherent. To evaluate these video generative models, benchmarks such as VBench have been developed to assess their faithfulness, measuring factors like per-frame aesthetics, temporal consistency, and basic prompt adherence. However, these aspects mainly represent superficial faithfulness, which focus on whether the video appears visually convincing rather than whether it adheres to real-world principles. While recent models perform increasingly well on these metrics, they still struggle to generate videos that are not just visually plausible but fundamentally realistic. To achieve real "world models" through video generation, the next frontier lies in intrinsic faithfulness to ensure that generated videos adhere to physical laws, commonsense reasoning, anatomical correctness, and compositional integrity. Achieving this level of realism is essential for applications such as AI-assisted filmmaking and simulated world modeling. To bridge this gap, we introduce VBench-2.0, a next-generation benchmark designed to automatically evaluate video generative models for their intrinsic faithfulness. VBench-2.0 assesses five key dimensions: Human Fidelity, Controllability, Creativity, Physics, and Commonsense, each further broken down into fine-grained capabilities. Tailored for individual dimensions, our evaluation framework integrates generalists such as state-of-the-art VLMs and LLMs, and specialists, including anomaly detection methods proposed for video generation. We conduct extensive annotations to ensure alignment with human judgment. By pushing beyond superficial faithfulness toward intrinsic faithfulness, VBench-2.0 aims to set a new standard for the next generation of video generative models in pursuit of intrinsic faithfulness.
Anything in Any Scene: Photorealistic Video Object Insertion
Realistic video simulation has shown significant potential across diverse applications, from virtual reality to film production. This is particularly true for scenarios where capturing videos in real-world settings is either impractical or expensive. Existing approaches in video simulation often fail to accurately model the lighting environment, represent the object geometry, or achieve high levels of photorealism. In this paper, we propose Anything in Any Scene, a novel and generic framework for realistic video simulation that seamlessly inserts any object into an existing dynamic video with a strong emphasis on physical realism. Our proposed general framework encompasses three key processes: 1) integrating a realistic object into a given scene video with proper placement to ensure geometric realism; 2) estimating the sky and environmental lighting distribution and simulating realistic shadows to enhance the light realism; 3) employing a style transfer network that refines the final video output to maximize photorealism. We experimentally demonstrate that Anything in Any Scene framework produces simulated videos of great geometric realism, lighting realism, and photorealism. By significantly mitigating the challenges associated with video data generation, our framework offers an efficient and cost-effective solution for acquiring high-quality videos. Furthermore, its applications extend well beyond video data augmentation, showing promising potential in virtual reality, video editing, and various other video-centric applications. Please check our project website https://anythinginanyscene.github.io for access to our project code and more high-resolution video results.
Unity Perception: Generate Synthetic Data for Computer Vision
We introduce the Unity Perception package which aims to simplify and accelerate the process of generating synthetic datasets for computer vision tasks by offering an easy-to-use and highly customizable toolset. This open-source package extends the Unity Editor and engine components to generate perfectly annotated examples for several common computer vision tasks. Additionally, it offers an extensible Randomization framework that lets the user quickly construct and configure randomized simulation parameters in order to introduce variation into the generated datasets. We provide an overview of the provided tools and how they work, and demonstrate the value of the generated synthetic datasets by training a 2D object detection model. The model trained with mostly synthetic data outperforms the model trained using only real data.
RealFill: Reference-Driven Generation for Authentic Image Completion
Recent advances in generative imagery have brought forth outpainting and inpainting models that can produce high-quality, plausible image content in unknown regions, but the content these models hallucinate is necessarily inauthentic, since the models lack sufficient context about the true scene. In this work, we propose RealFill, a novel generative approach for image completion that fills in missing regions of an image with the content that should have been there. RealFill is a generative inpainting model that is personalized using only a few reference images of a scene. These reference images do not have to be aligned with the target image, and can be taken with drastically varying viewpoints, lighting conditions, camera apertures, or image styles. Once personalized, RealFill is able to complete a target image with visually compelling contents that are faithful to the original scene. We evaluate RealFill on a new image completion benchmark that covers a set of diverse and challenging scenarios, and find that it outperforms existing approaches by a large margin. See more results on our project page: https://realfill.github.io
Unveiling the Truth: Exploring Human Gaze Patterns in Fake Images
Creating high-quality and realistic images is now possible thanks to the impressive advancements in image generation. A description in natural language of your desired output is all you need to obtain breathtaking results. However, as the use of generative models grows, so do concerns about the propagation of malicious content and misinformation. Consequently, the research community is actively working on the development of novel fake detection techniques, primarily focusing on low-level features and possible fingerprints left by generative models during the image generation process. In a different vein, in our work, we leverage human semantic knowledge to investigate the possibility of being included in frameworks of fake image detection. To achieve this, we collect a novel dataset of partially manipulated images using diffusion models and conduct an eye-tracking experiment to record the eye movements of different observers while viewing real and fake stimuli. A preliminary statistical analysis is conducted to explore the distinctive patterns in how humans perceive genuine and altered images. Statistical findings reveal that, when perceiving counterfeit samples, humans tend to focus on more confined regions of the image, in contrast to the more dispersed observational pattern observed when viewing genuine images. Our dataset is publicly available at: https://github.com/aimagelab/unveiling-the-truth.
Don't Fight Hallucinations, Use Them: Estimating Image Realism using NLI over Atomic Facts
Quantifying the realism of images remains a challenging problem in the field of artificial intelligence. For example, an image of Albert Einstein holding a smartphone violates common-sense because modern smartphone were invented after Einstein's death. We introduce a novel method for assessing image realism using Large Vision-Language Models (LVLMs) and Natural Language Inference (NLI). Our approach is based on the premise that LVLMs may generate hallucinations when confronted with images that defy common sense. Using LVLM to extract atomic facts from these images, we obtain a mix of accurate facts and erroneous hallucinations. We proceed by calculating pairwise entailment scores among these facts, subsequently aggregating these values to yield a singular reality score. This process serves to identify contradictions between genuine facts and hallucinatory elements, signaling the presence of images that violate common sense. Our approach has achieved a new state-of-the-art performance in zero-shot mode on the WHOOPS! dataset.
The Fabrication of Reality and Fantasy: Scene Generation with LLM-Assisted Prompt Interpretation
In spite of recent advancements in text-to-image generation, limitations persist in handling complex and imaginative prompts due to the restricted diversity and complexity of training data. This work explores how diffusion models can generate images from prompts requiring artistic creativity or specialized knowledge. We introduce the Realistic-Fantasy Benchmark (RFBench), a novel evaluation framework blending realistic and fantastical scenarios. To address these challenges, we propose the Realistic-Fantasy Network (RFNet), a training-free approach integrating diffusion models with LLMs. Extensive human evaluations and GPT-based compositional assessments demonstrate our approach's superiority over state-of-the-art methods. Our code and dataset is available at https://leo81005.github.io/Reality-and-Fantasy/.
What makes an image realistic?
The last decade has seen tremendous progress in our ability to generate realistic-looking data, be it images, text, audio, or video. Here, we discuss the closely related problem of quantifying realism, that is, designing functions that can reliably tell realistic data from unrealistic data. This problem turns out to be significantly harder to solve and remains poorly understood, despite its prevalence in machine learning and recent breakthroughs in generative AI. Drawing on insights from algorithmic information theory, we discuss why this problem is challenging, why a good generative model alone is insufficient to solve it, and what a good solution would look like. In particular, we introduce the notion of a universal critic, which unlike adversarial critics does not require adversarial training. While universal critics are not immediately practical, they can serve both as a North Star for guiding practical implementations and as a tool for analyzing existing attempts to capture realism.
DATED: Guidelines for Creating Synthetic Datasets for Engineering Design Applications
Exploiting the recent advancements in artificial intelligence, showcased by ChatGPT and DALL-E, in real-world applications necessitates vast, domain-specific, and publicly accessible datasets. Unfortunately, the scarcity of such datasets poses a significant challenge for researchers aiming to apply these breakthroughs in engineering design. Synthetic datasets emerge as a viable alternative. However, practitioners are often uncertain about generating high-quality datasets that accurately represent real-world data and are suitable for the intended downstream applications. This study aims to fill this knowledge gap by proposing comprehensive guidelines for generating, annotating, and validating synthetic datasets. The trade-offs and methods associated with each of these aspects are elaborated upon. Further, the practical implications of these guidelines are illustrated through the creation of a turbo-compressors dataset. The study underscores the importance of thoughtful sampling methods to ensure the appropriate size, diversity, utility, and realism of a dataset. It also highlights that design diversity does not equate to performance diversity or realism. By employing test sets that represent uniform, real, or task-specific samples, the influence of sample size and sampling strategy is scrutinized. Overall, this paper offers valuable insights for researchers intending to create and publish synthetic datasets for engineering design, thereby paving the way for more effective applications of AI advancements in the field. The code and data for the dataset and methods are made publicly accessible at https://github.com/cyrilpic/radcomp .
Consistency-diversity-realism Pareto fronts of conditional image generative models
Building world models that accurately and comprehensively represent the real world is the utmost aspiration for conditional image generative models as it would enable their use as world simulators. For these models to be successful world models, they should not only excel at image quality and prompt-image consistency but also ensure high representation diversity. However, current research in generative models mostly focuses on creative applications that are predominantly concerned with human preferences of image quality and aesthetics. We note that generative models have inference time mechanisms - or knobs - that allow the control of generation consistency, quality, and diversity. In this paper, we use state-of-the-art text-to-image and image-and-text-to-image models and their knobs to draw consistency-diversity-realism Pareto fronts that provide a holistic view on consistency-diversity-realism multi-objective. Our experiments suggest that realism and consistency can both be improved simultaneously; however there exists a clear tradeoff between realism/consistency and diversity. By looking at Pareto optimal points, we note that earlier models are better at representation diversity and worse in consistency/realism, and more recent models excel in consistency/realism while decreasing significantly the representation diversity. By computing Pareto fronts on a geodiverse dataset, we find that the first version of latent diffusion models tends to perform better than more recent models in all axes of evaluation, and there exist pronounced consistency-diversity-realism disparities between geographical regions. Overall, our analysis clearly shows that there is no best model and the choice of model should be determined by the downstream application. With this analysis, we invite the research community to consider Pareto fronts as an analytical tool to measure progress towards world models.
D-IF: Uncertainty-aware Human Digitization via Implicit Distribution Field
Realistic virtual humans play a crucial role in numerous industries, such as metaverse, intelligent healthcare, and self-driving simulation. But creating them on a large scale with high levels of realism remains a challenge. The utilization of deep implicit function sparks a new era of image-based 3D clothed human reconstruction, enabling pixel-aligned shape recovery with fine details. Subsequently, the vast majority of works locate the surface by regressing the deterministic implicit value for each point. However, should all points be treated equally regardless of their proximity to the surface? In this paper, we propose replacing the implicit value with an adaptive uncertainty distribution, to differentiate between points based on their distance to the surface. This simple ``value to distribution'' transition yields significant improvements on nearly all the baselines. Furthermore, qualitative results demonstrate that the models trained using our uncertainty distribution loss, can capture more intricate wrinkles, and realistic limbs. Code and models are available for research purposes at https://github.com/psyai-net/D-IF_release.
MCMC: Bridging Rendering, Optimization and Generative AI
Generative artificial intelligence (AI) has made unprecedented advances in vision language models over the past two years. During the generative process, new samples (images) are generated from an unknown high-dimensional distribution. Markov Chain Monte Carlo (MCMC) methods are particularly effective in drawing samples from such complex, high-dimensional distributions. This makes MCMC methods an integral component for models like EBMs, ensuring accurate sample generation. Gradient-based optimization is at the core of modern generative models. The update step during the optimization forms a Markov chain where the new update depends only on the current state. This allows exploration of the parameter space in a memoryless manner, thus combining the benefits of gradient-based optimization and MCMC sampling. MCMC methods have shown an equally important role in physically based rendering where complex light paths are otherwise quite challenging to sample from simple importance sampling techniques. A lot of research is dedicated towards bringing physical realism to samples (images) generated from diffusion-based generative models in a data-driven manner, however, a unified framework connecting these techniques is still missing. In this course, we take the first steps toward understanding each of these components and exploring how MCMC could potentially serve as a bridge, linking these closely related areas of research. Our course aims to provide necessary theoretical and practical tools to guide students, researchers and practitioners towards the common goal of generative physically based rendering. All Jupyter notebooks with demonstrations associated to this tutorial can be found on the project webpage: https://sinbag.github.io/mcmc/
Improving the Scaling Laws of Synthetic Data with Deliberate Practice
Inspired by the principle of deliberate practice in human learning, we propose Deliberate Practice for Synthetic Data Generation (DP), a novel framework that improves sample efficiency through dynamic synthetic data generation. Prior work has shown that scaling synthetic data is inherently challenging, as naively adding new data leads to diminishing returns. To address this, pruning has been identified as a key mechanism for improving scaling, enabling models to focus on the most informative synthetic samples. Rather than generating a large dataset and pruning it afterward, DP efficiently approximates the direct generation of informative samples. We theoretically show how training on challenging, informative examples improves scaling laws and empirically validate that DP achieves better scaling performance with significantly fewer training samples and iterations. On ImageNet-100, DP generates 3.4x fewer samples and requires six times fewer iterations, while on ImageNet-1k, it generates 8x fewer samples with a 30 percent reduction in iterations, all while achieving superior performance compared to prior work.
SynthForge: Synthesizing High-Quality Face Dataset with Controllable 3D Generative Models
Recent advancements in generative models have unlocked the capabilities to render photo-realistic data in a controllable fashion. Trained on the real data, these generative models are capable of producing realistic samples with minimal to no domain gap, as compared to the traditional graphics rendering. However, using the data generated using such models for training downstream tasks remains under-explored, mainly due to the lack of 3D consistent annotations. Moreover, controllable generative models are learned from massive data and their latent space is often too vast to obtain meaningful sample distributions for downstream task with limited generation. To overcome these challenges, we extract 3D consistent annotations from an existing controllable generative model, making the data useful for downstream tasks. Our experiments show competitive performance against state-of-the-art models using only generated synthetic data, demonstrating potential for solving downstream tasks. Project page: https://synth-forge.github.io
RealGen: Photorealistic Text-to-Image Generation via Detector-Guided Rewards
With the continuous advancement of image generation technology, advanced models such as GPT-Image-1 and Qwen-Image have achieved remarkable text-to-image consistency and world knowledge However, these models still fall short in photorealistic image generation. Even on simple T2I tasks, they tend to produce " fake" images with distinct AI artifacts, often characterized by "overly smooth skin" and "oily facial sheens". To recapture the original goal of "indistinguishable-from-reality" generation, we propose RealGen, a photorealistic text-to-image framework. RealGen integrates an LLM component for prompt optimization and a diffusion model for realistic image generation. Inspired by adversarial generation, RealGen introduces a "Detector Reward" mechanism, which quantifies artifacts and assesses realism using both semantic-level and feature-level synthetic image detectors. We leverage this reward signal with the GRPO algorithm to optimize the entire generation pipeline, significantly enhancing image realism and detail. Furthermore, we propose RealBench, an automated evaluation benchmark employing Detector-Scoring and Arena-Scoring. It enables human-free photorealism assessment, yielding results that are more accurate and aligned with real user experience. Experiments demonstrate that RealGen significantly outperforms general models like GPT-Image-1 and Qwen-Image, as well as specialized photorealistic models like FLUX-Krea, in terms of realism, detail, and aesthetics. The code is available at https://github.com/yejy53/RealGen.
MultiRef: Controllable Image Generation with Multiple Visual References
Visual designers naturally draw inspiration from multiple visual references, combining diverse elements and aesthetic principles to create artwork. However, current image generative frameworks predominantly rely on single-source inputs -- either text prompts or individual reference images. In this paper, we focus on the task of controllable image generation using multiple visual references. We introduce MultiRef-bench, a rigorous evaluation framework comprising 990 synthetic and 1,000 real-world samples that require incorporating visual content from multiple reference images. The synthetic samples are synthetically generated through our data engine RefBlend, with 10 reference types and 33 reference combinations. Based on RefBlend, we further construct a dataset MultiRef containing 38k high-quality images to facilitate further research. Our experiments across three interleaved image-text models (i.e., OmniGen, ACE, and Show-o) and six agentic frameworks (e.g., ChatDiT and LLM + SD) reveal that even state-of-the-art systems struggle with multi-reference conditioning, with the best model OmniGen achieving only 66.6% in synthetic samples and 79.0% in real-world cases on average compared to the golden answer. These findings provide valuable directions for developing more flexible and human-like creative tools that can effectively integrate multiple sources of visual inspiration. The dataset is publicly available at: https://multiref.github.io/.
Self-Guided Generation of Minority Samples Using Diffusion Models
We present a novel approach for generating minority samples that live on low-density regions of a data manifold. Our framework is built upon diffusion models, leveraging the principle of guided sampling that incorporates an arbitrary energy-based guidance during inference time. The key defining feature of our sampler lies in its self-contained nature, \ie, implementable solely with a pretrained model. This distinguishes our sampler from existing techniques that require expensive additional components (like external classifiers) for minority generation. Specifically, we first estimate the likelihood of features within an intermediate latent sample by evaluating a reconstruction loss w.r.t. its posterior mean. The generation then proceeds with the minimization of the estimated likelihood, thereby encouraging the emergence of minority features in the latent samples of subsequent timesteps. To further improve the performance of our sampler, we provide several time-scheduling techniques that properly manage the influence of guidance over inference steps. Experiments on benchmark real datasets demonstrate that our approach can greatly improve the capability of creating realistic low-likelihood minority instances over the existing techniques without the reliance on costly additional elements. Code is available at https://github.com/soobin-um/sg-minority.
Benchmarking the Sim-to-Real Gap in Cloth Manipulation
Realistic physics engines play a crucial role for learning to manipulate deformable objects such as garments in simulation. By doing so, researchers can circumvent challenges such as sensing the deformation of the object in the realworld. In spite of the extensive use of simulations for this task, few works have evaluated the reality gap between deformable object simulators and real-world data. We present a benchmark dataset to evaluate the sim-to-real gap in cloth manipulation. The dataset is collected by performing a dynamic as well as a quasi-static cloth manipulation task involving contact with a rigid table. We use the dataset to evaluate the reality gap, computational time, and simulation stability of four popular deformable object simulators: MuJoCo, Bullet, Flex, and SOFA. Additionally, we discuss the benefits and drawbacks of each simulator. The benchmark dataset is open-source. Supplementary material, videos, and code, can be found at https://sites.google.com/view/cloth-sim2real-benchmark.
Enhancing Photorealism Enhancement
We present an approach to enhancing the realism of synthetic images. The images are enhanced by a convolutional network that leverages intermediate representations produced by conventional rendering pipelines. The network is trained via a novel adversarial objective, which provides strong supervision at multiple perceptual levels. We analyze scene layout distributions in commonly used datasets and find that they differ in important ways. We hypothesize that this is one of the causes of strong artifacts that can be observed in the results of many prior methods. To address this we propose a new strategy for sampling image patches during training. We also introduce multiple architectural improvements in the deep network modules used for photorealism enhancement. We confirm the benefits of our contributions in controlled experiments and report substantial gains in stability and realism in comparison to recent image-to-image translation methods and a variety of other baselines.
Adjustable Visual Appearance for Generalizable Novel View Synthesis
We present a generalizable novel view synthesis method which enables modifying the visual appearance of an observed scene so rendered views match a target weather or lighting condition without any scene specific training or access to reference views at the target condition. Our method is based on a pretrained generalizable transformer architecture and is fine-tuned on synthetically generated scenes under different appearance conditions. This allows for rendering novel views in a consistent manner for 3D scenes that were not included in the training set, along with the ability to (i) modify their appearance to match the target condition and (ii) smoothly interpolate between different conditions. Experiments on real and synthetic scenes show that our method is able to generate 3D consistent renderings while making realistic appearance changes, including qualitative and quantitative comparisons. Please refer to our project page for video results: https://ava-nvs.github.io/
Generative Physical AI in Vision: A Survey
Generative Artificial Intelligence (AI) has rapidly advanced the field of computer vision by enabling machines to create and interpret visual data with unprecedented sophistication. This transformation builds upon a foundation of generative models to produce realistic images, videos, and 3D/4D content. Conventional generative models primarily focus on visual fidelity while often neglecting the physical plausibility of the generated content. This gap limits their effectiveness in applications that require adherence to real-world physical laws, such as robotics, autonomous systems, and scientific simulations. As generative models evolve to increasingly integrate physical realism and dynamic simulation, their potential to function as "world simulators" expands. Therefore, the field of physics-aware generation in computer vision is rapidly growing, calling for a comprehensive survey to provide a structured analysis of current efforts. To serve this purpose, the survey presents a systematic review, categorizing methods based on how they incorporate physical knowledge, either through explicit simulation or implicit learning. It also analyzes key paradigms, discusses evaluation protocols, and identifies future research directions. By offering a comprehensive overview, this survey aims to help future developments in physically grounded generation for computer vision. The reviewed papers are summarized at https://tinyurl.com/Physics-Aware-Generation.
BEDLAM: A Synthetic Dataset of Bodies Exhibiting Detailed Lifelike Animated Motion
We show, for the first time, that neural networks trained only on synthetic data achieve state-of-the-art accuracy on the problem of 3D human pose and shape (HPS) estimation from real images. Previous synthetic datasets have been small, unrealistic, or lacked realistic clothing. Achieving sufficient realism is non-trivial and we show how to do this for full bodies in motion. Specifically, our BEDLAM dataset contains monocular RGB videos with ground-truth 3D bodies in SMPL-X format. It includes a diversity of body shapes, motions, skin tones, hair, and clothing. The clothing is realistically simulated on the moving bodies using commercial clothing physics simulation. We render varying numbers of people in realistic scenes with varied lighting and camera motions. We then train various HPS regressors using BEDLAM and achieve state-of-the-art accuracy on real-image benchmarks despite training with synthetic data. We use BEDLAM to gain insights into what model design choices are important for accuracy. With good synthetic training data, we find that a basic method like HMR approaches the accuracy of the current SOTA method (CLIFF). BEDLAM is useful for a variety of tasks and all images, ground truth bodies, 3D clothing, support code, and more are available for research purposes. Additionally, we provide detailed information about our synthetic data generation pipeline, enabling others to generate their own datasets. See the project page: https://bedlam.is.tue.mpg.de/.
PUG: Photorealistic and Semantically Controllable Synthetic Data for Representation Learning
Synthetic image datasets offer unmatched advantages for designing and evaluating deep neural networks: they make it possible to (i) render as many data samples as needed, (ii) precisely control each scene and yield granular ground truth labels (and captions), (iii) precisely control distribution shifts between training and testing to isolate variables of interest for sound experimentation. Despite such promise, the use of synthetic image data is still limited -- and often played down -- mainly due to their lack of realism. Most works therefore rely on datasets of real images, which have often been scraped from public images on the internet, and may have issues with regards to privacy, bias, and copyright, while offering little control over how objects precisely appear. In this work, we present a path to democratize the use of photorealistic synthetic data: we develop a new generation of interactive environments for representation learning research, that offer both controllability and realism. We use the Unreal Engine, a powerful game engine well known in the entertainment industry, to produce PUG (Photorealistic Unreal Graphics) environments and datasets for representation learning. In this paper, we demonstrate the potential of PUG to enable more rigorous evaluations of vision models.
From Fake to Real: Pretraining on Balanced Synthetic Images to Prevent Spurious Correlations in Image Recognition
Visual recognition models are prone to learning spurious correlations induced by a biased training set where certain conditions B (\eg, Indoors) are over-represented in certain classes Y (\eg, Big Dogs). Synthetic data from off-the-shelf large-scale generative models offers a promising direction to mitigate this issue by augmenting underrepresented subgroups in the real dataset. However, by using a mixed distribution of real and synthetic data, we introduce another source of bias due to distributional differences between synthetic and real data (\eg synthetic artifacts). As we will show, prior work's approach for using synthetic data to resolve the model's bias toward B do not correct the model's bias toward the pair (B, G), where G denotes whether the sample is real or synthetic. Thus, the model could simply learn signals based on the pair (B, G) (\eg, Synthetic Indoors) to make predictions about Y (\eg, Big Dogs). To address this issue, we propose a simple, easy-to-implement, two-step training pipeline that we call From Fake to Real (FFR). The first step of FFR pre-trains a model on balanced synthetic data to learn robust representations across subgroups. In the second step, FFR fine-tunes the model on real data using ERM or common loss-based bias mitigation methods. By training on real and synthetic data separately, FFR does not expose the model to the statistical differences between real and synthetic data and thus avoids the issue of bias toward the pair (B, G). Our experiments show that FFR improves worst group accuracy over the state-of-the-art by up to 20\% over three datasets. Code available: https://github.com/mqraitem/From-Fake-to-Real
MARS: An Instance-aware, Modular and Realistic Simulator for Autonomous Driving
Nowadays, autonomous cars can drive smoothly in ordinary cases, and it is widely recognized that realistic sensor simulation will play a critical role in solving remaining corner cases by simulating them. To this end, we propose an autonomous driving simulator based upon neural radiance fields (NeRFs). Compared with existing works, ours has three notable features: (1) Instance-aware. Our simulator models the foreground instances and background environments separately with independent networks so that the static (e.g., size and appearance) and dynamic (e.g., trajectory) properties of instances can be controlled separately. (2) Modular. Our simulator allows flexible switching between different modern NeRF-related backbones, sampling strategies, input modalities, etc. We expect this modular design to boost academic progress and industrial deployment of NeRF-based autonomous driving simulation. (3) Realistic. Our simulator set new state-of-the-art photo-realism results given the best module selection. Our simulator will be open-sourced while most of our counterparts are not. Project page: https://open-air-sun.github.io/mars/.
Dropout's Dream Land: Generalization from Learned Simulators to Reality
A World Model is a generative model used to simulate an environment. World Models have proven capable of learning spatial and temporal representations of Reinforcement Learning environments. In some cases, a World Model offers an agent the opportunity to learn entirely inside of its own dream environment. In this work we explore improving the generalization capabilities from dream environments to real environments (Dream2Real). We present a general approach to improve a controller's ability to transfer from a neural network dream environment to reality at little additional cost. These improvements are gained by drawing on inspiration from Domain Randomization, where the basic idea is to randomize as much of a simulator as possible without fundamentally changing the task at hand. Generally, Domain Randomization assumes access to a pre-built simulator with configurable parameters but oftentimes this is not available. By training the World Model using dropout, the dream environment is capable of creating a nearly infinite number of different dream environments. Previous use cases of dropout either do not use dropout at inference time or averages the predictions generated by multiple sampled masks (Monte-Carlo Dropout). Dropout's Dream Land leverages each unique mask to create a diverse set of dream environments. Our experimental results show that Dropout's Dream Land is an effective technique to bridge the reality gap between dream environments and reality. Furthermore, we additionally perform an extensive set of ablation studies.
Understanding Hallucinations in Diffusion Models through Mode Interpolation
Colloquially speaking, image generation models based upon diffusion processes are frequently said to exhibit "hallucinations," samples that could never occur in the training data. But where do such hallucinations come from? In this paper, we study a particular failure mode in diffusion models, which we term mode interpolation. Specifically, we find that diffusion models smoothly "interpolate" between nearby data modes in the training set, to generate samples that are completely outside the support of the original training distribution; this phenomenon leads diffusion models to generate artifacts that never existed in real data (i.e., hallucinations). We systematically study the reasons for, and the manifestation of this phenomenon. Through experiments on 1D and 2D Gaussians, we show how a discontinuous loss landscape in the diffusion model's decoder leads to a region where any smooth approximation will cause such hallucinations. Through experiments on artificial datasets with various shapes, we show how hallucination leads to the generation of combinations of shapes that never existed. Finally, we show that diffusion models in fact know when they go out of support and hallucinate. This is captured by the high variance in the trajectory of the generated sample towards the final few backward sampling process. Using a simple metric to capture this variance, we can remove over 95% of hallucinations at generation time while retaining 96% of in-support samples. We conclude our exploration by showing the implications of such hallucination (and its removal) on the collapse (and stabilization) of recursive training on synthetic data with experiments on MNIST and 2D Gaussians dataset. We release our code at https://github.com/locuslab/diffusion-model-hallucination.
"PhyWorldBench": A Comprehensive Evaluation of Physical Realism in Text-to-Video Models
Video generation models have achieved remarkable progress in creating high-quality, photorealistic content. However, their ability to accurately simulate physical phenomena remains a critical and unresolved challenge. This paper presents PhyWorldBench, a comprehensive benchmark designed to evaluate video generation models based on their adherence to the laws of physics. The benchmark covers multiple levels of physical phenomena, ranging from fundamental principles like object motion and energy conservation to more complex scenarios involving rigid body interactions and human or animal motion. Additionally, we introduce a novel ""Anti-Physics"" category, where prompts intentionally violate real-world physics, enabling the assessment of whether models can follow such instructions while maintaining logical consistency. Besides large-scale human evaluation, we also design a simple yet effective method that could utilize current MLLM to evaluate the physics realism in a zero-shot fashion. We evaluate 12 state-of-the-art text-to-video generation models, including five open-source and five proprietary models, with a detailed comparison and analysis. we identify pivotal challenges models face in adhering to real-world physics. Through systematic testing of their outputs across 1,050 curated prompts-spanning fundamental, composite, and anti-physics scenarios-we identify pivotal challenges these models face in adhering to real-world physics. We then rigorously examine their performance on diverse physical phenomena with varying prompt types, deriving targeted recommendations for crafting prompts that enhance fidelity to physical principles.
A Bayes Factor for Replications of ANOVA Results
With an increasing number of replication studies performed in psychological science, the question of how to evaluate the outcome of a replication attempt deserves careful consideration. Bayesian approaches allow to incorporate uncertainty and prior information into the analysis of the replication attempt by their design. The Replication Bayes Factor, introduced by Verhagen & Wagenmakers (2014), provides quantitative, relative evidence in favor or against a successful replication. In previous work by Verhagen & Wagenmakers (2014) it was limited to the case of t-tests. In this paper, the Replication Bayes Factor is extended to F-tests in multi-group, fixed-effect ANOVA designs. Simulations and examples are presented to facilitate the understanding and to demonstrate the usefulness of this approach. Finally, the Replication Bayes Factor is compared to other Bayesian and frequentist approaches and discussed in the context of replication attempts. R code to calculate Replication Bayes factors and to reproduce the examples in the paper is available at https://osf.io/jv39h/.
PixelSynth: Generating a 3D-Consistent Experience from a Single Image
Recent advancements in differentiable rendering and 3D reasoning have driven exciting results in novel view synthesis from a single image. Despite realistic results, methods are limited to relatively small view change. In order to synthesize immersive scenes, models must also be able to extrapolate. We present an approach that fuses 3D reasoning with autoregressive modeling to outpaint large view changes in a 3D-consistent manner, enabling scene synthesis. We demonstrate considerable improvement in single image large-angle view synthesis results compared to a variety of methods and possible variants across simulated and real datasets. In addition, we show increased 3D consistency compared to alternative accumulation methods. Project website: https://crockwell.github.io/pixelsynth/
PICABench: How Far Are We from Physically Realistic Image Editing?
Image editing has achieved remarkable progress recently. Modern editing models could already follow complex instructions to manipulate the original content. However, beyond completing the editing instructions, the accompanying physical effects are the key to the generation realism. For example, removing an object should also remove its shadow, reflections, and interactions with nearby objects. Unfortunately, existing models and benchmarks mainly focus on instruction completion but overlook these physical effects. So, at this moment, how far are we from physically realistic image editing? To answer this, we introduce PICABench, which systematically evaluates physical realism across eight sub-dimension (spanning optics, mechanics, and state transitions) for most of the common editing operations (add, remove, attribute change, etc). We further propose the PICAEval, a reliable evaluation protocol that uses VLM-as-a-judge with per-case, region-level human annotations and questions. Beyond benchmarking, we also explore effective solutions by learning physics from videos and construct a training dataset PICA-100K. After evaluating most of the mainstream models, we observe that physical realism remains a challenging problem with large rooms to explore. We hope that our benchmark and proposed solutions can serve as a foundation for future work moving from naive content editing toward physically consistent realism.
Make-it-Real: Unleashing Large Multimodal Model's Ability for Painting 3D Objects with Realistic Materials
Physically realistic materials are pivotal in augmenting the realism of 3D assets across various applications and lighting conditions. However, existing 3D assets and generative models often lack authentic material properties. Manual assignment of materials using graphic software is a tedious and time-consuming task. In this paper, we exploit advancements in Multimodal Large Language Models (MLLMs), particularly GPT-4V, to present a novel approach, Make-it-Real: 1) We demonstrate that GPT-4V can effectively recognize and describe materials, allowing the construction of a detailed material library. 2) Utilizing a combination of visual cues and hierarchical text prompts, GPT-4V precisely identifies and aligns materials with the corresponding components of 3D objects. 3) The correctly matched materials are then meticulously applied as reference for the new SVBRDF material generation according to the original diffuse map, significantly enhancing their visual authenticity. Make-it-Real offers a streamlined integration into the 3D content creation workflow, showcasing its utility as an essential tool for developers of 3D assets.
Towards Realistic Example-based Modeling via 3D Gaussian Stitching
Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of a Gaussian model using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in terms of realistic synthesis, demonstrating its practicality. More demos are available at https://ingra14m.github.io/gs_stitching_website.
Reparameterization Gradients through Acceptance-Rejection Sampling Algorithms
Variational inference using the reparameterization trick has enabled large-scale approximate Bayesian inference in complex probabilistic models, leveraging stochastic optimization to sidestep intractable expectations. The reparameterization trick is applicable when we can simulate a random variable by applying a differentiable deterministic function on an auxiliary random variable whose distribution is fixed. For many distributions of interest (such as the gamma or Dirichlet), simulation of random variables relies on acceptance-rejection sampling. The discontinuity introduced by the accept-reject step means that standard reparameterization tricks are not applicable. We propose a new method that lets us leverage reparameterization gradients even when variables are outputs of a acceptance-rejection sampling algorithm. Our approach enables reparameterization on a larger class of variational distributions. In several studies of real and synthetic data, we show that the variance of the estimator of the gradient is significantly lower than other state-of-the-art methods. This leads to faster convergence of stochastic gradient variational inference.
A Note on Shumailov et al. (2024): `AI Models Collapse When Trained on Recursively Generated Data'
The study conducted by Shumailov et al. (2024) demonstrates that repeatedly training a generative model on synthetic data leads to model collapse. This finding has generated considerable interest and debate, particularly given that current models have nearly exhausted the available data. In this work, we investigate the effects of fitting a distribution (through Kernel Density Estimation, or KDE) or a model to the data, followed by repeated sampling from it. Our objective is to develop a theoretical understanding of the phenomenon observed by Shumailov et al. (2024). Our results indicate that the outcomes reported are a statistical phenomenon and may be unavoidable.
Chatbot is Not All You Need: Information-rich Prompting for More Realistic Responses
Recent Large Language Models (LLMs) have shown remarkable capabilities in mimicking fictional characters or real humans in conversational settings. However, the realism and consistency of these responses can be further enhanced by providing richer information of the agent being mimicked. In this paper, we propose a novel approach to generate more realistic and consistent responses from LLMs, leveraging five senses, attributes, emotional states, relationship with the interlocutor, and memories. By incorporating these factors, we aim to increase the LLM's capacity for generating natural and realistic reactions in conversational exchanges. Through our research, we expect to contribute to the development of LLMs that demonstrate improved capabilities in mimicking fictional characters. We release a new benchmark dataset and all our codes, prompts, and sample results on our Github: https://github.com/srafsasm/InfoRichBot
Eevee: Towards Close-up High-resolution Video-based Virtual Try-on
Video virtual try-on technology provides a cost-effective solution for creating marketing videos in fashion e-commerce. However, its practical adoption is hindered by two critical limitations. First, the reliance on a single garment image as input in current virtual try-on datasets limits the accurate capture of realistic texture details. Second, most existing methods focus solely on generating full-shot virtual try-on videos, neglecting the business's demand for videos that also provide detailed close-ups. To address these challenges, we introduce a high-resolution dataset for video-based virtual try-on. This dataset offers two key features. First, it provides more detailed information on the garments, which includes high-fidelity images with detailed close-ups and textual descriptions; Second, it uniquely includes full-shot and close-up try-on videos of real human models. Furthermore, accurately assessing consistency becomes significantly more critical for the close-up videos, which demand high-fidelity preservation of garment details. To facilitate such fine-grained evaluation, we propose a new garment consistency metric VGID (Video Garment Inception Distance) that quantifies the preservation of both texture and structure. Our experiments validate these contributions. We demonstrate that by utilizing the detailed images from our dataset, existing video generation models can extract and incorporate texture features, significantly enhancing the realism and detail fidelity of virtual try-on results. Furthermore, we conduct a comprehensive benchmark of recent models. The benchmark effectively identifies the texture and structural preservation problems among current methods.
From Virtual Games to Real-World Play
We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally consistent video sequences that resemble real-world footage. It operates in an interactive loop: users observe a generated scene, issue a control command, and receive a short video chunk in response. To enable such realistic and responsive generation, we address key challenges including iterative chunk-wise prediction for low-latency feedback, temporal consistency across iterations, and accurate control response. RealPlay is trained on a combination of labeled game data and unlabeled real-world videos, without requiring real-world action annotations. Notably, we observe two forms of generalization: (1) control transfer-RealPlay effectively maps control signals from virtual to real-world scenarios; and (2) entity transfer-although training labels originate solely from a car racing game, RealPlay generalizes to control diverse real-world entities, including bicycles and pedestrians, beyond vehicles. Project page can be found: https://wenqsun.github.io/RealPlay/
Science-T2I: Addressing Scientific Illusions in Image Synthesis
We present a novel approach to integrating scientific knowledge into generative models, enhancing their realism and consistency in image synthesis. First, we introduce Science-T2I, an expert-annotated adversarial dataset comprising adversarial 20k image pairs with 9k prompts, covering wide distinct scientific knowledge categories. Leveraging Science-T2I, we present SciScore, an end-to-end reward model that refines the assessment of generated images based on scientific knowledge, which is achieved by augmenting both the scientific comprehension and visual capabilities of pre-trained CLIP model. Additionally, based on SciScore, we propose a two-stage training framework, comprising a supervised fine-tuning phase and a masked online fine-tuning phase, to incorporate scientific knowledge into existing generative models. Through comprehensive experiments, we demonstrate the effectiveness of our framework in establishing new standards for evaluating the scientific realism of generated content. Specifically, SciScore attains performance comparable to human-level, demonstrating a 5% improvement similar to evaluations conducted by experienced human evaluators. Furthermore, by applying our proposed fine-tuning method to FLUX, we achieve a performance enhancement exceeding 50% on SciScore.
A Recipe for Generating 3D Worlds From a Single Image
We introduce a recipe for generating immersive 3D worlds from a single image by framing the task as an in-context learning problem for 2D inpainting models. This approach requires minimal training and uses existing generative models. Our process involves two steps: generating coherent panoramas using a pre-trained diffusion model and lifting these into 3D with a metric depth estimator. We then fill unobserved regions by conditioning the inpainting model on rendered point clouds, requiring minimal fine-tuning. Tested on both synthetic and real images, our method produces high-quality 3D environments suitable for VR display. By explicitly modeling the 3D structure of the generated environment from the start, our approach consistently outperforms state-of-the-art, video synthesis-based methods along multiple quantitative image quality metrics. Project Page: https://katjaschwarz.github.io/worlds/
Reference-based Restoration of Digitized Analog Videotapes
Analog magnetic tapes have been the main video data storage device for several decades. Videos stored on analog videotapes exhibit unique degradation patterns caused by tape aging and reader device malfunctioning that are different from those observed in film and digital video restoration tasks. In this work, we present a reference-based approach for the resToration of digitized Analog videotaPEs (TAPE). We leverage CLIP for zero-shot artifact detection to identify the cleanest frames of each video through textual prompts describing different artifacts. Then, we select the clean frames most similar to the input ones and employ them as references. We design a transformer-based Swin-UNet network that exploits both neighboring and reference frames via our Multi-Reference Spatial Feature Fusion (MRSFF) blocks. MRSFF blocks rely on cross-attention and attention pooling to take advantage of the most useful parts of each reference frame. To address the absence of ground truth in real-world videos, we create a synthetic dataset of videos exhibiting artifacts that closely resemble those commonly found in analog videotapes. Both quantitative and qualitative experiments show the effectiveness of our approach compared to other state-of-the-art methods. The code, the model, and the synthetic dataset are publicly available at https://github.com/miccunifi/TAPE.
Towards Characterizing Domain Counterfactuals For Invertible Latent Causal Models
Answering counterfactual queries has many important applications such as knowledge discovery and explainability, but is challenging when causal variables are unobserved and we only see a projection onto an observation space, for instance, image pixels. One approach is to recover the latent Structural Causal Model (SCM), but this typically needs unrealistic assumptions, such as linearity of the causal mechanisms. Another approach is to use na\"ive ML approximations, such as generative models, to generate counterfactual samples; however, these lack guarantees of accuracy. In this work, we strive to strike a balance between practicality and theoretical guarantees by focusing on a specific type of causal query called domain counterfactuals, which hypothesizes what a sample would have looked like if it had been generated in a different domain (or environment). Concretely, by only assuming invertibility, sparse domain interventions and access to observational data from different domains, we aim to improve domain counterfactual estimation both theoretically and practically with less restrictive assumptions. We define domain counterfactually equivalent models and prove necessary and sufficient properties for equivalent models that provide a tight characterization of the domain counterfactual equivalence classes. Building upon this result, we prove that every equivalence class contains a model where all intervened variables are at the end when topologically sorted by the causal DAG. This surprising result suggests that a model design that only allows intervention in the last k latent variables may improve model estimation for counterfactuals. We then test this model design on extensive simulated and image-based experiments which show the sparse canonical model indeed improves counterfactual estimation over baseline non-sparse models.
Experts Don't Cheat: Learning What You Don't Know By Predicting Pairs
Identifying how much a model {p}_{theta}(Y|X) knows about the stochastic real-world process p(Y|X) it was trained on is important to ensure it avoids producing incorrect or "hallucinated" answers or taking unsafe actions. But this is difficult for generative models because probabilistic predictions do not distinguish between per-response noise (aleatoric uncertainty) and lack of knowledge about the process (epistemic uncertainty), and existing epistemic uncertainty quantification techniques tend to be overconfident when the model underfits. We propose a general strategy for teaching a model to both approximate p(Y|X) and also estimate the remaining gaps between {p}_{theta}(Y|X) and p(Y|X): train it to predict pairs of independent responses drawn from the true conditional distribution, allow it to "cheat" by observing one response while predicting the other, then measure how much it cheats. Remarkably, we prove that being good at cheating (i.e. cheating whenever it improves your prediction) is equivalent to being second-order calibrated, a principled extension of ordinary calibration that allows us to construct provably-correct frequentist confidence intervals for p(Y|X) and detect incorrect responses with high probability. We demonstrate empirically that our approach accurately estimates how much models don't know across ambiguous image classification, (synthetic) language modeling, and partially-observable navigation tasks, outperforming existing techniques.
From Model-Based to Data-Driven Simulation: Challenges and Trends in Autonomous Driving
Simulation is an integral part in the process of developing autonomous vehicles and advantageous for training, validation, and verification of driving functions. Even though simulations come with a series of benefits compared to real-world experiments, various challenges still prevent virtual testing from entirely replacing physical test-drives. Our work provides an overview of these challenges with regard to different aspects and types of simulation and subsumes current trends to overcome them. We cover aspects around perception-, behavior- and content-realism as well as general hurdles in the domain of simulation. Among others, we observe a trend of data-driven, generative approaches and high-fidelity data synthesis to increasingly replace model-based simulation.
Learning Interactive Real-World Simulators
Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans, robots, and other interactive agents. Applications of a real-world simulator range from controllable content creation in games and movies, to training embodied agents purely in simulation that can be directly deployed in the real world. We explore the possibility of learning a universal simulator (UniSim) of real-world interaction through generative modeling. We first make the important observation that natural datasets available for learning a real-world simulator are often rich along different axes (e.g., abundant objects in image data, densely sampled actions in robotics data, and diverse movements in navigation data). With careful orchestration of diverse datasets, each providing a different aspect of the overall experience, UniSim can emulate how humans and agents interact with the world by simulating the visual outcome of both high-level instructions such as "open the drawer" and low-level controls such as "move by x, y" from otherwise static scenes and objects. There are numerous use cases for such a real-world simulator. As an example, we use UniSim to train both high-level vision-language planners and low-level reinforcement learning policies, each of which exhibit zero-shot real-world transfer after training purely in a learned real-world simulator. We also show that other types of intelligence such as video captioning models can benefit from training with simulated experience in UniSim, opening up even wider applications. Video demos can be found at https://universal-simulator.github.io.
ReALFRED: An Embodied Instruction Following Benchmark in Photo-Realistic Environments
Simulated virtual environments have been widely used to learn robotic agents that perform daily household tasks. These environments encourage research progress by far, but often provide limited object interactability, visual appearance different from real-world environments, or relatively smaller environment sizes. This prevents the learned models in the virtual scenes from being readily deployable. To bridge the gap between these learning environments and deploying (i.e., real) environments, we propose the ReALFRED benchmark that employs real-world scenes, objects, and room layouts to learn agents to complete household tasks by understanding free-form language instructions and interacting with objects in large, multi-room and 3D-captured scenes. Specifically, we extend the ALFRED benchmark with updates for larger environmental spaces with smaller visual domain gaps. With ReALFRED, we analyze previously crafted methods for the ALFRED benchmark and observe that they consistently yield lower performance in all metrics, encouraging the community to develop methods in more realistic environments. Our code and data are publicly available.
OFTSR: One-Step Flow for Image Super-Resolution with Tunable Fidelity-Realism Trade-offs
Recent advances in diffusion and flow-based generative models have demonstrated remarkable success in image restoration tasks, achieving superior perceptual quality compared to traditional deep learning approaches. However, these methods either require numerous sampling steps to generate high-quality images, resulting in significant computational overhead, or rely on model distillation, which usually imposes a fixed fidelity-realism trade-off and thus lacks flexibility. In this paper, we introduce OFTSR, a novel flow-based framework for one-step image super-resolution that can produce outputs with tunable levels of fidelity and realism. Our approach first trains a conditional flow-based super-resolution model to serve as a teacher model. We then distill this teacher model by applying a specialized constraint. Specifically, we force the predictions from our one-step student model for same input to lie on the same sampling ODE trajectory of the teacher model. This alignment ensures that the student model's single-step predictions from initial states match the teacher's predictions from a closer intermediate state. Through extensive experiments on challenging datasets including FFHQ (256times256), DIV2K, and ImageNet (256times256), we demonstrate that OFTSR achieves state-of-the-art performance for one-step image super-resolution, while having the ability to flexibly tune the fidelity-realism trade-off. Code and pre-trained models are available at https://github.com/yuanzhi-zhu/OFTSR and https://huggingface.co/Yuanzhi/OFTSR, respectively.
LatticeWorld: A Multimodal Large Language Model-Empowered Framework for Interactive Complex World Generation
Recent research has been increasingly focusing on developing 3D world models that simulate complex real-world scenarios. World models have found broad applications across various domains, including embodied AI, autonomous driving, entertainment, etc. A more realistic simulation with accurate physics will effectively narrow the sim-to-real gap and allow us to gather rich information about the real world conveniently. While traditional manual modeling has enabled the creation of virtual 3D scenes, modern approaches have leveraged advanced machine learning algorithms for 3D world generation, with most recent advances focusing on generative methods that can create virtual worlds based on user instructions. This work explores such a research direction by proposing LatticeWorld, a simple yet effective 3D world generation framework that streamlines the industrial production pipeline of 3D environments. LatticeWorld leverages lightweight LLMs (LLaMA-2-7B) alongside the industry-grade rendering engine (e.g., Unreal Engine 5) to generate a dynamic environment. Our proposed framework accepts textual descriptions and visual instructions as multimodal inputs and creates large-scale 3D interactive worlds with dynamic agents, featuring competitive multi-agent interaction, high-fidelity physics simulation, and real-time rendering. We conduct comprehensive experiments to evaluate LatticeWorld, showing that it achieves superior accuracy in scene layout generation and visual fidelity. Moreover, LatticeWorld achieves over a 90times increase in industrial production efficiency while maintaining high creative quality compared with traditional manual production methods. Our demo video is available at https://youtu.be/8VWZXpERR18
InteriorNet: Mega-scale Multi-sensor Photo-realistic Indoor Scenes Dataset
Datasets have gained an enormous amount of popularity in the computer vision community, from training and evaluation of Deep Learning-based methods to benchmarking Simultaneous Localization and Mapping (SLAM). Without a doubt, synthetic imagery bears a vast potential due to scalability in terms of amounts of data obtainable without tedious manual ground truth annotations or measurements. Here, we present a dataset with the aim of providing a higher degree of photo-realism, larger scale, more variability as well as serving a wider range of purposes compared to existing datasets. Our dataset leverages the availability of millions of professional interior designs and millions of production-level furniture and object assets -- all coming with fine geometric details and high-resolution texture. We render high-resolution and high frame-rate video sequences following realistic trajectories while supporting various camera types as well as providing inertial measurements. Together with the release of the dataset, we will make executable program of our interactive simulator software as well as our renderer available at https://interiornetdataset.github.io. To showcase the usability and uniqueness of our dataset, we show benchmarking results of both sparse and dense SLAM algorithms.
Re^3Sim: Generating High-Fidelity Simulation Data via 3D-Photorealistic Real-to-Sim for Robotic Manipulation
Real-world data collection for robotics is costly and resource-intensive, requiring skilled operators and expensive hardware. Simulations offer a scalable alternative but often fail to achieve sim-to-real generalization due to geometric and visual gaps. To address these challenges, we propose a 3D-photorealistic real-to-sim system, namely, RE^3SIM, addressing geometric and visual sim-to-real gaps. RE^3SIM employs advanced 3D reconstruction and neural rendering techniques to faithfully recreate real-world scenarios, enabling real-time rendering of simulated cross-view cameras within a physics-based simulator. By utilizing privileged information to collect expert demonstrations efficiently in simulation, and train robot policies with imitation learning, we validate the effectiveness of the real-to-sim-to-real pipeline across various manipulation task scenarios. Notably, with only simulated data, we can achieve zero-shot sim-to-real transfer with an average success rate exceeding 58%. To push the limit of real-to-sim, we further generate a large-scale simulation dataset, demonstrating how a robust policy can be built from simulation data that generalizes across various objects. Codes and demos are available at: http://xshenhan.github.io/Re3Sim/.
Task-specific experimental design for treatment effect estimation
Understanding causality should be a core requirement of any attempt to build real impact through AI. Due to the inherent unobservability of counterfactuals, large randomised trials (RCTs) are the standard for causal inference. But large experiments are generically expensive, and randomisation carries its own costs, e.g. when suboptimal decisions are trialed. Recent work has proposed more sample-efficient alternatives to RCTs, but these are not adaptable to the downstream application for which the causal effect is sought. In this work, we develop a task-specific approach to experimental design and derive sampling strategies customised to particular downstream applications. Across a range of important tasks, real-world datasets, and sample sizes, our method outperforms other benchmarks, e.g. requiring an order-of-magnitude less data to match RCT performance on targeted marketing tasks.
Single Image BRDF Parameter Estimation with a Conditional Adversarial Network
Creating plausible surfaces is an essential component in achieving a high degree of realism in rendering. To relieve artists, who create these surfaces in a time-consuming, manual process, automated retrieval of the spatially-varying Bidirectional Reflectance Distribution Function (SVBRDF) from a single mobile phone image is desirable. By leveraging a deep neural network, this casual capturing method can be achieved. The trained network can estimate per pixel normal, base color, metallic and roughness parameters from the Disney BRDF. The input image is taken with a mobile phone lit by the camera flash. The network is trained to compensate for environment lighting and thus learned to reduce artifacts introduced by other light sources. These losses contain a multi-scale discriminator with an additional perceptual loss, a rendering loss using a differentiable renderer, and a parameter loss. Besides the local precision, this loss formulation generates material texture maps which are globally more consistent. The network is set up as a generator network trained in an adversarial fashion to ensure that only plausible maps are produced. The estimated parameters not only reproduce the material faithfully in rendering but capture the style of hand-authored materials due to the more global loss terms compared to previous works without requiring additional post-processing. Both the resolution and the quality is improved.
Proper losses for discrete generative models
We initiate the study of proper losses for evaluating generative models in the discrete setting. Unlike traditional proper losses, we treat both the generative model and the target distribution as black-boxes, only assuming ability to draw i.i.d. samples. We define a loss to be black-box proper if the generative distribution that minimizes expected loss is equal to the target distribution. Using techniques from statistical estimation theory, we give a general construction and characterization of black-box proper losses: they must take a polynomial form, and the number of draws from the model and target distribution must exceed the degree of the polynomial. The characterization rules out a loss whose expectation is the cross-entropy between the target distribution and the model. By extending the construction to arbitrary sampling schemes such as Poisson sampling, however, we show that one can construct such a loss.
FSampler: Training Free Acceleration of Diffusion Sampling via Epsilon Extrapolation
FSampler is a training free, sampler agnostic execution layer that accelerates diffusion sampling by reducing the number of function evaluations (NFE). FSampler maintains a short history of denoising signals (epsilon) from recent real model calls and extrapolates the next epsilon using finite difference predictors at second order, third order, or fourth order, falling back to lower order when history is insufficient. On selected steps the predicted epsilon substitutes the model call while keeping each sampler's update rule unchanged. Predicted epsilons are validated for finiteness and magnitude; a learning stabilizer rescales predictions on skipped steps to correct drift, and an optional gradient estimation stabilizer compensates local curvature. Protected windows, periodic anchors, and a cap on consecutive skips bound deviation over the trajectory. Operating at the sampler level, FSampler integrates with Euler/DDIM, DPM++ 2M/2S, LMS/AB2, and RES family exponential multistep methods and drops into standard workflows. FLUX.1 dev, Qwen Image, and Wan 2.2, FSampler reduces time by 8 to 22% and model calls by 15 to 25% at high fidelity (Structural Similarity Index (SSIM) 0.95 to 0.99), without altering sampler formulas. With an aggressive adaptive gate, reductions can reach 45 to 50% fewer model calls at lower fidelity (SSIM 0.73 to 0.74).
Long-Term Photometric Consistent Novel View Synthesis with Diffusion Models
Novel view synthesis from a single input image is a challenging task, where the goal is to generate a new view of a scene from a desired camera pose that may be separated by a large motion. The highly uncertain nature of this synthesis task due to unobserved elements within the scene (i.e. occlusion) and outside the field-of-view makes the use of generative models appealing to capture the variety of possible outputs. In this paper, we propose a novel generative model capable of producing a sequence of photorealistic images consistent with a specified camera trajectory, and a single starting image. Our approach is centred on an autoregressive conditional diffusion-based model capable of interpolating visible scene elements, and extrapolating unobserved regions in a view, in a geometrically consistent manner. Conditioning is limited to an image capturing a single camera view and the (relative) pose of the new camera view. To measure the consistency over a sequence of generated views, we introduce a new metric, the thresholded symmetric epipolar distance (TSED), to measure the number of consistent frame pairs in a sequence. While previous methods have been shown to produce high quality images and consistent semantics across pairs of views, we show empirically with our metric that they are often inconsistent with the desired camera poses. In contrast, we demonstrate that our method produces both photorealistic and view-consistent imagery.
Using Stratified Sampling to Improve LIME Image Explanations
We investigate the use of a stratified sampling approach for LIME Image, a popular model-agnostic explainable AI method for computer vision tasks, in order to reduce the artifacts generated by typical Monte Carlo sampling. Such artifacts are due to the undersampling of the dependent variable in the synthetic neighborhood around the image being explained, which may result in inadequate explanations due to the impossibility of fitting a linear regressor on the sampled data. We then highlight a connection with the Shapley theory, where similar arguments about undersampling and sample relevance were suggested in the past. We derive all the formulas and adjustment factors required for an unbiased stratified sampling estimator. Experiments show the efficacy of the proposed approach.
Beyond Hallucinations: The Illusion of Understanding in Large Language Models
Large language models (LLMs) are becoming deeply embedded in human communication and decision-making, yet they inherit the ambiguity, bias, and lack of direct access to truth inherent in language itself. While their outputs are fluent, emotionally resonant, and coherent, they are generated through statistical prediction rather than grounded reasoning. This creates the risk of hallucination, responses that sound convincing but lack factual validity. Building on Geoffrey Hinton's observation that AI mirrors human intuition rather than reasoning, this paper argues that LLMs operationalize System 1 cognition at scale: fast, associative, and persuasive, but without reflection or falsification. To address this, we introduce the Rose-Frame, a three-dimensional framework for diagnosing cognitive and epistemic drift in human-AI interaction. The three axes are: (i) Map vs. Territory, which distinguishes representations of reality (epistemology) from reality itself (ontology); (ii) Intuition vs. Reason, drawing on dual-process theory to separate fast, emotional judgments from slow, reflective thinking; and (iii) Conflict vs. Confirmation, which examines whether ideas are critically tested through disagreement or simply reinforced through mutual validation. Each dimension captures a distinct failure mode, and their combination amplifies misalignment. Rose-Frame does not attempt to fix LLMs with more data or rules. Instead, it offers a reflective tool that makes both the model's limitations and the user's assumptions visible, enabling more transparent and critically aware AI deployment. It reframes alignment as cognitive governance: intuition, whether human or artificial, must remain governed by human reason. Only by embedding reflective, falsifiable oversight can we align machine fluency with human understanding.
Do generative video models learn physical principles from watching videos?
AI video generation is undergoing a revolution, with quality and realism advancing rapidly. These advances have led to a passionate scientific debate: Do video models learn ``world models'' that discover laws of physics -- or, alternatively, are they merely sophisticated pixel predictors that achieve visual realism without understanding the physical principles of reality? We address this question by developing Physics-IQ, a comprehensive benchmark dataset that can only be solved by acquiring a deep understanding of various physical principles, like fluid dynamics, optics, solid mechanics, magnetism and thermodynamics. We find that across a range of current models (Sora, Runway, Pika, Lumiere, Stable Video Diffusion, and VideoPoet), physical understanding is severely limited, and unrelated to visual realism. At the same time, some test cases can already be successfully solved. This indicates that acquiring certain physical principles from observation alone may be possible, but significant challenges remain. While we expect rapid advances ahead, our work demonstrates that visual realism does not imply physical understanding. Our project page is at https://physics-iq.github.io; code at https://github.com/google-deepmind/physics-IQ-benchmark.
Shared Imagination: LLMs Hallucinate Alike
Despite the recent proliferation of large language models (LLMs), their training recipes -- model architecture, pre-training data and optimization algorithm -- are often very similar. This naturally raises the question of the similarity among the resulting models. In this paper, we propose a novel setting, imaginary question answering (IQA), to better understand model similarity. In IQA, we ask one model to generate purely imaginary questions (e.g., on completely made-up concepts in physics) and prompt another model to answer. Surprisingly, despite the total fictionality of these questions, all models can answer each other's questions with remarkable success, suggesting a "shared imagination space" in which these models operate during such hallucinations. We conduct a series of investigations into this phenomenon and discuss implications on model homogeneity, hallucination, and computational creativity.
SimVS: Simulating World Inconsistencies for Robust View Synthesis
Novel-view synthesis techniques achieve impressive results for static scenes but struggle when faced with the inconsistencies inherent to casual capture settings: varying illumination, scene motion, and other unintended effects that are difficult to model explicitly. We present an approach for leveraging generative video models to simulate the inconsistencies in the world that can occur during capture. We use this process, along with existing multi-view datasets, to create synthetic data for training a multi-view harmonization network that is able to reconcile inconsistent observations into a consistent 3D scene. We demonstrate that our world-simulation strategy significantly outperforms traditional augmentation methods in handling real-world scene variations, thereby enabling highly accurate static 3D reconstructions in the presence of a variety of challenging inconsistencies. Project page: https://alextrevithick.github.io/simvs
Generating Pragmatic Examples to Train Neural Program Synthesizers
Programming-by-example is the task of synthesizing a program that is consistent with a set of user-provided input-output examples. As examples are often an under-specification of one's intent, a good synthesizer must choose the intended program from the many that are consistent with the given set of examples. Prior work frames program synthesis as a cooperative game between a listener (that synthesizes programs) and a speaker (a user choosing examples), and shows that models of computational pragmatic inference are effective in choosing the user intended programs. However, these models require counterfactual reasoning over a large set of programs and examples, which is infeasible in realistic program spaces. In this paper, we propose a novel way to amortize this search with neural networks. We sample pairs of programs and examples via self-play between listener and speaker models, and use pragmatic inference to choose informative training examples from this sample.We then use the informative dataset to train models to improve the synthesizer's ability to disambiguate user-provided examples without human supervision. We validate our method on the challenging task of synthesizing regular expressions from example strings, and find that our method (1) outperforms models trained without choosing pragmatic examples by 23% (a 51% relative increase) (2) matches the performance of supervised learning on a dataset of pragmatic examples provided by humans, despite using no human data in training.
Stable-Sim2Real: Exploring Simulation of Real-Captured 3D Data with Two-Stage Depth Diffusion
3D data simulation aims to bridge the gap between simulated and real-captured 3D data, which is a fundamental problem for real-world 3D visual tasks. Most 3D data simulation methods inject predefined physical priors but struggle to capture the full complexity of real data. An optimal approach involves learning an implicit mapping from synthetic to realistic data in a data-driven manner, but progress in this solution has met stagnation in recent studies. This work explores a new solution path of data-driven 3D simulation, called Stable-Sim2Real, based on a novel two-stage depth diffusion model. The initial stage finetunes Stable-Diffusion to generate the residual between the real and synthetic paired depth, producing a stable but coarse depth, where some local regions may deviate from realistic patterns. To enhance this, both the synthetic and initial output depth are fed into a second-stage diffusion, where diffusion loss is adjusted to prioritize these distinct areas identified by a 3D discriminator. We provide a new benchmark scheme to evaluate 3D data simulation methods. Extensive experiments show that training the network with the 3D simulated data derived from our method significantly enhances performance in real-world 3D visual tasks. Moreover, the evaluation demonstrates the high similarity between our 3D simulated data and real-captured patterns. Project page: https://mutianxu.github.io/stable-sim2real/.
Response: Emergent analogical reasoning in large language models
In their recent Nature Human Behaviour paper, "Emergent analogical reasoning in large language models," (Webb, Holyoak, and Lu, 2023) the authors argue that "large language models such as GPT-3 have acquired an emergent ability to find zero-shot solutions to a broad range of analogy problems." In this response, we provide counterexamples of the letter string analogies. In our tests, GPT-3 fails to solve even the easiest variants of the problems presented in the original paper. Zero-shot reasoning is an extraordinary claim that requires extraordinary evidence. We do not see that evidence in our experiments. To strengthen claims of humanlike reasoning such as zero-shot reasoning, it is important that the field develop approaches that rule out data memorization.
MarS: a Financial Market Simulation Engine Powered by Generative Foundation Model
Generative models aim to simulate realistic effects of various actions across different contexts, from text generation to visual effects. Despite significant efforts to build real-world simulators, the application of generative models to virtual worlds, like financial markets, remains under-explored. In financial markets, generative models can simulate complex market effects of participants with various behaviors, enabling interaction under different market conditions, and training strategies without financial risk. This simulation relies on the finest structured data in financial market like orders thus building the finest realistic simulation. We propose Large Market Model (LMM), an order-level generative foundation model, for financial market simulation, akin to language modeling in the digital world. Our financial Market Simulation engine (MarS), powered by LMM, addresses the domain-specific need for realistic, interactive and controllable order generation. Key observations include LMM's strong scalability across data size and model complexity, and MarS's robust and practicable realism in controlled generation with market impact. We showcase MarS as a forecast tool, detection system, analysis platform, and agent training environment, thus demonstrating MarS's "paradigm shift" potential for a variety of financial applications. We release the code of MarS at https://github.com/microsoft/MarS/.
Accounting For Informative Sampling When Learning to Forecast Treatment Outcomes Over Time
Machine learning (ML) holds great potential for accurately forecasting treatment outcomes over time, which could ultimately enable the adoption of more individualized treatment strategies in many practical applications. However, a significant challenge that has been largely overlooked by the ML literature on this topic is the presence of informative sampling in observational data. When instances are observed irregularly over time, sampling times are typically not random, but rather informative -- depending on the instance's characteristics, past outcomes, and administered treatments. In this work, we formalize informative sampling as a covariate shift problem and show that it can prohibit accurate estimation of treatment outcomes if not properly accounted for. To overcome this challenge, we present a general framework for learning treatment outcomes in the presence of informative sampling using inverse intensity-weighting, and propose a novel method, TESAR-CDE, that instantiates this framework using Neural CDEs. Using a simulation environment based on a clinical use case, we demonstrate the effectiveness of our approach in learning under informative sampling.
Don't Let It Hallucinate: Premise Verification via Retrieval-Augmented Logical Reasoning
Large language models (LLMs) have shown substantial capacity for generating fluent, contextually appropriate responses. However, they can produce hallucinated outputs, especially when a user query includes one or more false premises-claims that contradict established facts. Such premises can mislead LLMs into offering fabricated or misleading details. Existing approaches include pretraining, fine-tuning, and inference-time techniques that often rely on access to logits or address hallucinations after they occur. These methods tend to be computationally expensive, require extensive training data, or lack proactive mechanisms to prevent hallucination before generation, limiting their efficiency in real-time applications. We propose a retrieval-based framework that identifies and addresses false premises before generation. Our method first transforms a user's query into a logical representation, then applies retrieval-augmented generation (RAG) to assess the validity of each premise using factual sources. Finally, we incorporate the verification results into the LLM's prompt to maintain factual consistency in the final output. Experiments show that this approach effectively reduces hallucinations, improves factual accuracy, and does not require access to model logits or large-scale fine-tuning.
The threat of analytic flexibility in using large language models to simulate human data: A call to attention
Social scientists are now using large language models to create "silicon samples" - synthetic datasets intended to stand in for human respondents, aimed at revolutionising human subjects research. However, there are many analytic choices which must be made to produce these samples. Though many of these choices are defensible, their impact on sample quality is poorly understood. I map out these analytic choices and demonstrate how a very small number of decisions can dramatically change the correspondence between silicon samples and human data. Configurations (N = 252) varied substantially in their capacity to estimate (i) rank ordering of participants, (ii) response distributions, and (iii) between-scale correlations. Most critically, configurations were not consistent in quality: those that performed well on one dimension often performed poorly on another, implying that there is no "one-size-fits-all" configuration that optimises the accuracy of these samples. I call for greater attention to the threat of analytic flexibility in using silicon samples.
REAL: Realism Evaluation of Text-to-Image Generation Models for Effective Data Augmentation
Recent advancements in text-to-image (T2I) generation models have transformed the field. However, challenges persist in generating images that reflect demanding textual descriptions, especially for fine-grained details and unusual relationships. Existing evaluation metrics focus on text-image alignment but overlook the realism of the generated image, which can be crucial for downstream applications like data augmentation in machine learning. To address this gap, we propose REAL, an automatic evaluation framework that assesses realism of T2I outputs along three dimensions: fine-grained visual attributes, unusual visual relationships, and visual styles. REAL achieves a Spearman's rho score of up to 0.62 in alignment with human judgement and demonstrates utility in ranking and filtering augmented data for tasks like image captioning, classification, and visual relationship detection. Empirical results show that high-scoring images evaluated by our metrics improve F1 scores of image classification by up to 11.3%, while low-scoring ones degrade that by up to 4.95%. We benchmark four major T2I models across the realism dimensions, providing insights for future improvements in T2I output realism.
Calibrated Multiple-Output Quantile Regression with Representation Learning
We develop a method to generate predictive regions that cover a multivariate response variable with a user-specified probability. Our work is composed of two components. First, we use a deep generative model to learn a representation of the response that has a unimodal distribution. Existing multiple-output quantile regression approaches are effective in such cases, so we apply them on the learned representation, and then transform the solution to the original space of the response. This process results in a flexible and informative region that can have an arbitrary shape, a property that existing methods lack. Second, we propose an extension of conformal prediction to the multivariate response setting that modifies any method to return sets with a pre-specified coverage level. The desired coverage is theoretically guaranteed in the finite-sample case for any distribution. Experiments conducted on both real and synthetic data show that our method constructs regions that are significantly smaller compared to existing techniques.
DiffuseHigh: Training-free Progressive High-Resolution Image Synthesis through Structure Guidance
Recent surge in large-scale generative models has spurred the development of vast fields in computer vision. In particular, text-to-image diffusion models have garnered widespread adoption across diverse domain due to their potential for high-fidelity image generation. Nonetheless, existing large-scale diffusion models are confined to generate images of up to 1K resolution, which is far from meeting the demands of contemporary commercial applications. Directly sampling higher-resolution images often yields results marred by artifacts such as object repetition and distorted shapes. Addressing the aforementioned issues typically necessitates training or fine-tuning models on higher resolution datasets. However, this undertaking poses a formidable challenge due to the difficulty in collecting large-scale high-resolution contents and substantial computational resources. While several preceding works have proposed alternatives, they often fail to produce convincing results. In this work, we probe the generative ability of diffusion models at higher resolution beyond its original capability and propose a novel progressive approach that fully utilizes generated low-resolution image to guide the generation of higher resolution image. Our method obviates the need for additional training or fine-tuning which significantly lowers the burden of computational costs. Extensive experiments and results validate the efficiency and efficacy of our method. Project page: https://yhyun225.github.io/DiffuseHigh/
CARLA2Real: a tool for reducing the sim2real gap in CARLA simulator
Simulators are indispensable for research in autonomous systems such as self-driving cars, autonomous robots and drones. Despite significant progress in various simulation aspects, such as graphical realism, an evident gap persists between the virtual and real-world environments. Since the ultimate goal is to deploy the autonomous systems in the real world, closing the sim2real gap is of utmost importance. In this paper, we employ a state-of-the-art approach to enhance the photorealism of simulated data, aligning them with the visual characteristics of real-world datasets. Based on this, we developed CARLA2Real, an easy-to-use, publicly available tool (plug-in) for the widely used and open-source CARLA simulator. This tool enhances the output of CARLA in near real-time, achieving a frame rate of 13 FPS, translating it to the visual style and realism of real-world datasets such as Cityscapes, KITTI, and Mapillary Vistas. By employing the proposed tool, we generated synthetic datasets from both the simulator and the enhancement model outputs, including their corresponding ground truth annotations for tasks related to autonomous driving. Then, we performed a number of experiments to evaluate the impact of the proposed approach on feature extraction and semantic segmentation methods when trained on the enhanced synthetic data. The results demonstrate that the sim2real gap is significant and can indeed be reduced by the introduced approach.
Interpreting Black Box Models via Hypothesis Testing
In science and medicine, model interpretations may be reported as discoveries of natural phenomena or used to guide patient treatments. In such high-stakes tasks, false discoveries may lead investigators astray. These applications would therefore benefit from control over the finite-sample error rate of interpretations. We reframe black box model interpretability as a multiple hypothesis testing problem. The task is to discover "important" features by testing whether the model prediction is significantly different from what would be expected if the features were replaced with uninformative counterfactuals. We propose two testing methods: one that provably controls the false discovery rate but which is not yet feasible for large-scale applications, and an approximate testing method which can be applied to real-world data sets. In simulation, both tests have high power relative to existing interpretability methods. When applied to state-of-the-art vision and language models, the framework selects features that intuitively explain model predictions. The resulting explanations have the additional advantage that they are themselves easy to interpret.
Habitat-Matterport 3D Dataset (HM3D): 1000 Large-scale 3D Environments for Embodied AI
We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1,000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existing datasets available for academic research in terms of physical scale, completeness of the reconstruction, and visual fidelity. HM3D contains 112.5k m^2 of navigable space, which is 1.4 - 3.7x larger than other building-scale datasets such as MP3D and Gibson. When compared to existing photorealistic 3D datasets such as Replica, MP3D, Gibson, and ScanNet, images rendered from HM3D have 20 - 85% higher visual fidelity w.r.t. counterpart images captured with real cameras, and HM3D meshes have 34 - 91% fewer artifacts due to incomplete surface reconstruction. The increased scale, fidelity, and diversity of HM3D directly impacts the performance of embodied AI agents trained using it. In fact, we find that HM3D is `pareto optimal' in the following sense -- agents trained to perform PointGoal navigation on HM3D achieve the highest performance regardless of whether they are evaluated on HM3D, Gibson, or MP3D. No similar claim can be made about training on other datasets. HM3D-trained PointNav agents achieve 100% performance on Gibson-test dataset, suggesting that it might be time to retire that episode dataset.
Inference Scaling scriptsizeFLaws: The Limits of LLM Resampling with Imperfect Verifiers
Recent research has generated hope that inference scaling could allow weaker language models to match or exceed the accuracy of stronger models, such as by repeatedly sampling solutions to a coding problem until it passes unit tests. The central thesis of this paper is that there is no free lunch for inference scaling: indefinite accuracy improvement through resampling can only be realized if the "verifier" (in this case, a set of unit tests) is perfect. When the verifier is imperfect, as it almost always is in domains such as reasoning or coding (for example, unit tests have imperfect coverage), there is a nonzero probability of false positives: incorrect solutions that pass the verifier. Resampling cannot decrease this probability, so it imposes an upper bound to the accuracy of resampling-based inference scaling even with an infinite compute budget. We find that there is a very strong correlation between the model's single-sample accuracy (i.e. accuracy without unit tests) and its false positive rate on coding benchmarks HumanEval and MBPP, whose unit tests have limited coverage. Therefore, no amount of inference scaling of weaker models can enable them to match the single-sample accuracy of a sufficiently strong model (Fig. 1a). When we consider that false positives have a negative utility compared to abstaining from producing a solution, it bends the inference scaling curve further downward. Empirically, we find that the optimal number of samples can be less than 10 under realistic assumptions (Fig. 1b). Finally, we show that beyond accuracy, false positives may have other undesirable qualities, such as poor adherence to coding style conventions.
Uncertain Evidence in Probabilistic Models and Stochastic Simulators
We consider the problem of performing Bayesian inference in probabilistic models where observations are accompanied by uncertainty, referred to as "uncertain evidence." We explore how to interpret uncertain evidence, and by extension the importance of proper interpretation as it pertains to inference about latent variables. We consider a recently-proposed method "distributional evidence" as well as revisit two older methods: Jeffrey's rule and virtual evidence. We devise guidelines on how to account for uncertain evidence and we provide new insights, particularly regarding consistency. To showcase the impact of different interpretations of the same uncertain evidence, we carry out experiments in which one interpretation is defined as "correct." We then compare inference results from each different interpretation illustrating the importance of careful consideration of uncertain evidence.
Natural Language-Based Synthetic Data Generation for Cluster Analysis
Cluster analysis relies on effective benchmarks for evaluating and comparing different algorithms. Simulation studies on synthetic data are popular because important features of the data sets, such as the overlap between clusters, or the variation in cluster shapes, can be effectively varied. Unfortunately, creating evaluation scenarios is often laborious, as practitioners must translate higher-level scenario descriptions like "clusters with very different shapes" into lower-level geometric parameters such as cluster centers, covariance matrices, etc. To make benchmarks more convenient and informative, we propose synthetic data generation based on direct specification of high-level scenarios, either through verbal descriptions or high-level geometric parameters. Our open-source Python package repliclust implements this workflow, making it easy to set up interpretable and reproducible benchmarks for cluster analysis. A demo of data generation from verbal inputs is available at https://demo.repliclust.org.
An Efficient Rehearsal Scheme for Catastrophic Forgetting Mitigation during Multi-stage Fine-tuning
Incrementally fine-tuning foundational models on new tasks or domains is now the de facto approach in NLP. A known pitfall of this approach is the catastrophic forgetting of prior knowledge that happens during fine-tuning. A common approach to alleviate such forgetting is to rehearse samples from prior tasks during fine-tuning. Several existing works assume a fixed memory buffer to store prior task examples, while relying on inferences (forward passes) with the model at hand for choosing examples for rehearsal from the buffer. However, given the increasing computational cost of model inference, and decreasing cost of data storage, we focus on the setting to rehearse samples with a fixed computational budget instead of a fixed memory budget. We propose a sampling scheme, \bf mix-cd, that prioritizes rehearsal of ``collateral damage'' samples, which are samples predicted correctly by the prior model but forgotten by the incrementally tuned one. The crux of our scheme is a procedure to efficiently estimate the density of collateral damage samples without incurring additional model inferences. Our approach is computationally efficient, easy to implement, and outperforms several leading continual learning methods in compute-constrained settings. All the code will be publicly available at https://github.com/jybai/mix-cd-rehearsal.
3D VR Sketch Guided 3D Shape Prototyping and Exploration
3D shape modeling is labor-intensive, time-consuming, and requires years of expertise. To facilitate 3D shape modeling, we propose a 3D shape generation network that takes a 3D VR sketch as a condition. We assume that sketches are created by novices without art training and aim to reconstruct geometrically realistic 3D shapes of a given category. To handle potential sketch ambiguity, our method creates multiple 3D shapes that align with the original sketch's structure. We carefully design our method, training the model step-by-step and leveraging multi-modal 3D shape representation to support training with limited training data. To guarantee the realism of generated 3D shapes we leverage the normalizing flow that models the distribution of the latent space of 3D shapes. To encourage the fidelity of the generated 3D shapes to an input sketch, we propose a dedicated loss that we deploy at different stages of the training process. The code is available at https://github.com/Rowl1ng/3Dsketch2shape.
Showing Your Work Doesn't Always Work
In natural language processing, a recently popular line of work explores how to best report the experimental results of neural networks. One exemplar publication, titled "Show Your Work: Improved Reporting of Experimental Results," advocates for reporting the expected validation effectiveness of the best-tuned model, with respect to the computational budget. In the present work, we critically examine this paper. As far as statistical generalizability is concerned, we find unspoken pitfalls and caveats with this approach. We analytically show that their estimator is biased and uses error-prone assumptions. We find that the estimator favors negative errors and yields poor bootstrapped confidence intervals. We derive an unbiased alternative and bolster our claims with empirical evidence from statistical simulation. Our codebase is at http://github.com/castorini/meanmax.
Counterfactual Probing for Hallucination Detection and Mitigation in Large Language Models
Large Language Models have demonstrated remarkable capabilities across diverse tasks, yet they frequently generate hallucinations outputs that are fluent but factually incorrect or unsupported. We propose Counterfactual Probing, a novel approach for detecting and mitigating hallucinations in LLM outputs. Our method dynamically generates counterfactual statements that appear plausible but contain subtle factual errors, then evaluates the model's sensitivity to these perturbations. We hypothesize that genuine knowledge exhibits robustness to counterfactual variations, while hallucinated content shows inconsistent confidence patterns when confronted with plausible alternatives. Our comprehensive evaluation on TruthfulQA, factual statement datasets, and curated hallucination examples demonstrates that counterfactual probing achieves superior detection performance compared to baseline methods, while our adaptive mitigation strategies reduce hallucination scores by an average of 24.5%. The approach requires no model retraining and can be integrated into existing LLM pipelines as a realtime verification mechanism.
Reasoning with Sampling: Your Base Model is Smarter Than You Think
Frontier reasoning models have exhibited incredible capabilities across a wide array of disciplines, driven by posttraining large language models (LLMs) with reinforcement learning (RL). However, despite the widespread success of this paradigm, much of the literature has been devoted to disentangling truly novel behaviors that emerge during RL but are not present in the base models. In our work, we approach this question from a different angle, instead asking whether comparable reasoning capabilites can be elicited from base models at inference time by pure sampling, without any additional training. Inspired by Markov chain Monte Carlo (MCMC) techniques for sampling from sharpened distributions, we propose a simple iterative sampling algorithm leveraging the base models' own likelihoods. Over different base models, we show that our algorithm offers substantial boosts in reasoning that nearly match and even outperform those from RL on a wide variety of single-shot tasks, including MATH500, HumanEval, and GPQA. Moreover, our sampler avoids the collapse in diversity over multiple samples that is characteristic of RL-posttraining. Crucially, our method does not require training, curated datasets, or a verifier, suggesting broad applicability beyond easily verifiable domains.
Idempotent Generative Network
We propose a new approach for generative modeling based on training a neural network to be idempotent. An idempotent operator is one that can be applied sequentially without changing the result beyond the initial application, namely f(f(z))=f(z). The proposed model f is trained to map a source distribution (e.g, Gaussian noise) to a target distribution (e.g. realistic images) using the following objectives: (1) Instances from the target distribution should map to themselves, namely f(x)=x. We define the target manifold as the set of all instances that f maps to themselves. (2) Instances that form the source distribution should map onto the defined target manifold. This is achieved by optimizing the idempotence term, f(f(z))=f(z) which encourages the range of f(z) to be on the target manifold. Under ideal assumptions such a process provably converges to the target distribution. This strategy results in a model capable of generating an output in one step, maintaining a consistent latent space, while also allowing sequential applications for refinement. Additionally, we find that by processing inputs from both target and source distributions, the model adeptly projects corrupted or modified data back to the target manifold. This work is a first step towards a ``global projector'' that enables projecting any input into a target data distribution.
DISCOVERSE: Efficient Robot Simulation in Complex High-Fidelity Environments
We present the first unified, modular, open-source 3DGS-based simulation framework for Real2Sim2Real robot learning. It features a holistic Real2Sim pipeline that synthesizes hyper-realistic geometry and appearance of complex real-world scenarios, paving the way for analyzing and bridging the Sim2Real gap. Powered by Gaussian Splatting and MuJoCo, Discoverse enables massively parallel simulation of multiple sensor modalities and accurate physics, with inclusive supports for existing 3D assets, robot models, and ROS plugins, empowering large-scale robot learning and complex robotic benchmarks. Through extensive experiments on imitation learning, Discoverse demonstrates state-of-the-art zero-shot Sim2Real transfer performance compared to existing simulators. For code and demos: https://air-discoverse.github.io/.
Layout Aware Inpainting for Automated Furniture Removal in Indoor Scenes
We address the problem of detecting and erasing furniture from a wide angle photograph of a room. Inpainting large regions of an indoor scene often results in geometric inconsistencies of background elements within the inpaint mask. To address this problem, we utilize perceptual information (e.g. instance segmentation, and room layout) to produce a geometrically consistent empty version of a room. We share important details to make this system viable, such as per-plane inpainting, automatic rectification, and texture refinement. We provide detailed ablation along with qualitative examples, justifying our design choices. We show an application of our system by removing real furniture from a room and redecorating it with virtual furniture.
Chirpy3D: Continuous Part Latents for Creative 3D Bird Generation
In this paper, we push the boundaries of fine-grained 3D generation into truly creative territory. Current methods either lack intricate details or simply mimic existing objects -- we enable both. By lifting 2D fine-grained understanding into 3D through multi-view diffusion and modeling part latents as continuous distributions, we unlock the ability to generate entirely new, yet plausible parts through interpolation and sampling. A self-supervised feature consistency loss further ensures stable generation of these unseen parts. The result is the first system capable of creating novel 3D objects with species-specific details that transcend existing examples. While we demonstrate our approach on birds, the underlying framework extends beyond things that can chirp! Code will be released at https://github.com/kamwoh/chirpy3d.
Impossible Videos
Synthetic videos nowadays is widely used to complement data scarcity and diversity of real-world videos. Current synthetic datasets primarily replicate real-world scenarios, leaving impossible, counterfactual and anti-reality video concepts underexplored. This work aims to answer two questions: 1) Can today's video generation models effectively follow prompts to create impossible video content? 2) Are today's video understanding models good enough for understanding impossible videos? To this end, we introduce IPV-Bench, a novel benchmark designed to evaluate and foster progress in video understanding and generation. IPV-Bench is underpinned by a comprehensive taxonomy, encompassing 4 domains, 14 categories. It features diverse scenes that defy physical, biological, geographical, or social laws. Based on the taxonomy, a prompt suite is constructed to evaluate video generation models, challenging their prompt following and creativity capabilities. In addition, a video benchmark is curated to assess Video-LLMs on their ability of understanding impossible videos, which particularly requires reasoning on temporal dynamics and world knowledge. Comprehensive evaluations reveal limitations and insights for future directions of video models, paving the way for next-generation video models.
PAC Generalization via Invariant Representations
One method for obtaining generalizable solutions to machine learning tasks when presented with diverse training environments is to find invariant representations of the data. These are representations of the covariates such that the best model on top of the representation is invariant across training environments. In the context of linear Structural Equation Models (SEMs), invariant representations might allow us to learn models with out-of-distribution guarantees, i.e., models that are robust to interventions in the SEM. To address the invariant representation problem in a {\em finite sample} setting, we consider the notion of epsilon-approximate invariance. We study the following question: If a representation is approximately invariant with respect to a given number of training interventions, will it continue to be approximately invariant on a larger collection of unseen SEMs? This larger collection of SEMs is generated through a parameterized family of interventions. Inspired by PAC learning, we obtain finite-sample out-of-distribution generalization guarantees for approximate invariance that holds probabilistically over a family of linear SEMs without faithfulness assumptions. Our results show bounds that do not scale in ambient dimension when intervention sites are restricted to lie in a constant size subset of in-degree bounded nodes. We also show how to extend our results to a linear indirect observation model that incorporates latent variables.
RealGen: Retrieval Augmented Generation for Controllable Traffic Scenarios
Simulation plays a crucial role in the development of autonomous vehicles (AVs) due to the potential risks associated with real-world testing. Although significant progress has been made in the visual aspects of simulators, generating complex behavior among agents remains a formidable challenge. It is not only imperative to ensure realism in the scenarios generated but also essential to incorporate preferences and conditions to facilitate controllable generation for AV training and evaluation. Traditional methods, mainly relying on memorizing the distribution of training datasets, often fall short in generating unseen scenarios. Inspired by the success of retrieval augmented generation in large language models, we present RealGen, a novel retrieval-based in-context learning framework for traffic scenario generation. RealGen synthesizes new scenarios by combining behaviors from multiple retrieved examples in a gradient-free way, which may originate from templates or tagged scenarios. This in-context learning framework endows versatile generative capabilities, including the ability to edit scenarios, compose various behaviors, and produce critical scenarios. Evaluations show that RealGen offers considerable flexibility and controllability, marking a new direction in the field of controllable traffic scenario generation. Check our project website for more information: https://realgen.github.io.
SelfCheckGPT: Zero-Resource Black-Box Hallucination Detection for Generative Large Language Models
Generative Large Language Models (LLMs) such as GPT-3 are capable of generating highly fluent responses to a wide variety of user prompts. However, LLMs are known to hallucinate facts and make non-factual statements which can undermine trust in their output. Existing fact-checking approaches either require access to token-level output probability distribution (which may not be available for systems such as ChatGPT) or external databases that are interfaced via separate, often complex, modules. In this work, we propose "SelfCheckGPT", a simple sampling-based approach that can be used to fact-check black-box models in a zero-resource fashion, i.e. without an external database. SelfCheckGPT leverages the simple idea that if a LLM has knowledge of a given concept, sampled responses are likely to be similar and contain consistent facts. However, for hallucinated facts, stochastically sampled responses are likely to diverge and contradict one another. We investigate this approach by using GPT-3 to generate passages about individuals from the WikiBio dataset, and manually annotate the factuality of the generated passages. We demonstrate that SelfCheckGPT can: i) detect non-factual and factual sentences; and ii) rank passages in terms of factuality. We compare our approach to several existing baselines and show that in sentence hallucination detection, our approach has AUC-PR scores comparable to grey-box methods, while SelfCheckGPT is best at passage factuality assessment.
Verif.ai: Towards an Open-Source Scientific Generative Question-Answering System with Referenced and Verifiable Answers
In this paper, we present the current progress of the project Verif.ai, an open-source scientific generative question-answering system with referenced and verified answers. The components of the system are (1) an information retrieval system combining semantic and lexical search techniques over scientific papers (PubMed), (2) a fine-tuned generative model (Mistral 7B) taking top answers and generating answers with references to the papers from which the claim was derived, and (3) a verification engine that cross-checks the generated claim and the abstract or paper from which the claim was derived, verifying whether there may have been any hallucinations in generating the claim. We are reinforcing the generative model by providing the abstract in context, but in addition, an independent set of methods and models are verifying the answer and checking for hallucinations. Therefore, we believe that by using our method, we can make scientists more productive, while building trust in the use of generative language models in scientific environments, where hallucinations and misinformation cannot be tolerated.
Deduction under Perturbed Evidence: Probing Student Simulation Capabilities of Large Language Models
We explore whether Large Language Models (LLMs) are capable of logical reasoning with distorted facts, which we call Deduction under Perturbed Evidence (DUPE). DUPE presents a unique challenge to LLMs since they typically rely on their parameters, which encode mostly accurate information, to reason and make inferences. However, in DUPE, LLMs must reason over manipulated or falsified evidence present in their prompts, which can result in false conclusions that are valid only under the manipulated evidence. Our goal with DUPE is to determine whether LLMs can arrive at these false conclusions and identify whether the dominant factor influencing the deduction process is the encoded data in the parameters or the manipulated evidence in the prompts. To evaluate the DUPE capabilities of LLMs, we create a DUPEd version of the StrategyQA dataset, where facts are manipulated to reverse the answer to the question. Our findings show that even the most advanced GPT models struggle to reason on manipulated facts - showcasing poor DUPE skills - with accuracy dropping by 45% compared to the original dataset. We also investigate prompt settings inspired from student simulation models, which mitigate the accuracy drop to some extent. Our findings have practical implications for understanding the performance of LLMs in real-world applications such as student simulation models that involve reasoning over inaccurate information.
Leveraging the Invariant Side of Generative Zero-Shot Learning
Conventional zero-shot learning (ZSL) methods generally learn an embedding, e.g., visual-semantic mapping, to handle the unseen visual samples via an indirect manner. In this paper, we take the advantage of generative adversarial networks (GANs) and propose a novel method, named leveraging invariant side GAN (LisGAN), which can directly generate the unseen features from random noises which are conditioned by the semantic descriptions. Specifically, we train a conditional Wasserstein GANs in which the generator synthesizes fake unseen features from noises and the discriminator distinguishes the fake from real via a minimax game. Considering that one semantic description can correspond to various synthesized visual samples, and the semantic description, figuratively, is the soul of the generated features, we introduce soul samples as the invariant side of generative zero-shot learning in this paper. A soul sample is the meta-representation of one class. It visualizes the most semantically-meaningful aspects of each sample in the same category. We regularize that each generated sample (the varying side of generative ZSL) should be close to at least one soul sample (the invariant side) which has the same class label with it. At the zero-shot recognition stage, we propose to use two classifiers, which are deployed in a cascade way, to achieve a coarse-to-fine result. Experiments on five popular benchmarks verify that our proposed approach can outperform state-of-the-art methods with significant improvements.
What if...?: Counterfactual Inception to Mitigate Hallucination Effects in Large Multimodal Models
This paper presents a way of enhancing the reliability of Large Multimodal Models (LMMs) in addressing hallucination effects, where models generate incorrect or unrelated responses. Without additional instruction tuning paradigm, we introduce Counterfactual Inception, a novel method that implants counterfactual thoughts into LMMs using carefully chosen, misaligned counterfactual keywords. This method is grounded in the concept of counterfactual thinking, a cognitive process where humans consider alternative realities and outcomes. By applying this human-like reasoning mechanism to LMMs, we aim to reduce hallucination effects and improve the models' trustworthiness. We also propose Dual-modality Verification Process (DVP), a rigorous framework for selecting optimal counterfactual keywords to trigger counterfactual thinking into LMMs, concurrently considering visual and linguistic context. Our extensive experiments across various LMMs, including both open-source and proprietary models, corroborate that our method significantly mitigates hallucination phenomena across different datasets.
RAGME: Retrieval Augmented Video Generation for Enhanced Motion Realism
Video generation is experiencing rapid growth, driven by advances in diffusion models and the development of better and larger datasets. However, producing high-quality videos remains challenging due to the high-dimensional data and the complexity of the task. Recent efforts have primarily focused on enhancing visual quality and addressing temporal inconsistencies, such as flickering. Despite progress in these areas, the generated videos often fall short in terms of motion complexity and physical plausibility, with many outputs either appearing static or exhibiting unrealistic motion. In this work, we propose a framework to improve the realism of motion in generated videos, exploring a complementary direction to much of the existing literature. Specifically, we advocate for the incorporation of a retrieval mechanism during the generation phase. The retrieved videos act as grounding signals, providing the model with demonstrations of how the objects move. Our pipeline is designed to apply to any text-to-video diffusion model, conditioning a pretrained model on the retrieved samples with minimal fine-tuning. We demonstrate the superiority of our approach through established metrics, recently proposed benchmarks, and qualitative results, and we highlight additional applications of the framework.
Optimally-Weighted Estimators of the Maximum Mean Discrepancy for Likelihood-Free Inference
Likelihood-free inference methods typically make use of a distance between simulated and real data. A common example is the maximum mean discrepancy (MMD), which has previously been used for approximate Bayesian computation, minimum distance estimation, generalised Bayesian inference, and within the nonparametric learning framework. The MMD is commonly estimated at a root-m rate, where m is the number of simulated samples. This can lead to significant computational challenges since a large m is required to obtain an accurate estimate, which is crucial for parameter estimation. In this paper, we propose a novel estimator for the MMD with significantly improved sample complexity. The estimator is particularly well suited for computationally expensive smooth simulators with low- to mid-dimensional inputs. This claim is supported through both theoretical results and an extensive simulation study on benchmark simulators.
MagiCapture: High-Resolution Multi-Concept Portrait Customization
Large-scale text-to-image models including Stable Diffusion are capable of generating high-fidelity photorealistic portrait images. There is an active research area dedicated to personalizing these models, aiming to synthesize specific subjects or styles using provided sets of reference images. However, despite the plausible results from these personalization methods, they tend to produce images that often fall short of realism and are not yet on a commercially viable level. This is particularly noticeable in portrait image generation, where any unnatural artifact in human faces is easily discernible due to our inherent human bias. To address this, we introduce MagiCapture, a personalization method for integrating subject and style concepts to generate high-resolution portrait images using just a few subject and style references. For instance, given a handful of random selfies, our fine-tuned model can generate high-quality portrait images in specific styles, such as passport or profile photos. The main challenge with this task is the absence of ground truth for the composed concepts, leading to a reduction in the quality of the final output and an identity shift of the source subject. To address these issues, we present a novel Attention Refocusing loss coupled with auxiliary priors, both of which facilitate robust learning within this weakly supervised learning setting. Our pipeline also includes additional post-processing steps to ensure the creation of highly realistic outputs. MagiCapture outperforms other baselines in both quantitative and qualitative evaluations and can also be generalized to other non-human objects.
Exposing flaws of generative model evaluation metrics and their unfair treatment of diffusion models
We systematically study a wide variety of image-based generative models spanning semantically-diverse datasets to understand and improve the feature extractors and metrics used to evaluate them. Using best practices in psychophysics, we measure human perception of image realism for generated samples by conducting the largest experiment evaluating generative models to date, and find that no existing metric strongly correlates with human evaluations. Comparing to 16 modern metrics for evaluating the overall performance, fidelity, diversity, and memorization of generative models, we find that the state-of-the-art perceptual realism of diffusion models as judged by humans is not reflected in commonly reported metrics such as FID. This discrepancy is not explained by diversity in generated samples, though one cause is over-reliance on Inception-V3. We address these flaws through a study of alternative self-supervised feature extractors, find that the semantic information encoded by individual networks strongly depends on their training procedure, and show that DINOv2-ViT-L/14 allows for much richer evaluation of generative models. Next, we investigate data memorization, and find that generative models do memorize training examples on simple, smaller datasets like CIFAR10, but not necessarily on more complex datasets like ImageNet. However, our experiments show that current metrics do not properly detect memorization; none in the literature is able to separate memorization from other phenomena such as underfitting or mode shrinkage. To facilitate further development of generative models and their evaluation we release all generated image datasets, human evaluation data, and a modular library to compute 16 common metrics for 8 different encoders at https://github.com/layer6ai-labs/dgm-eval.
The Reality Gap in Robotics: Challenges, Solutions, and Best Practices
Machine learning has facilitated significant advancements across various robotics domains, including navigation, locomotion, and manipulation. Many such achievements have been driven by the extensive use of simulation as a critical tool for training and testing robotic systems prior to their deployment in real-world environments. However, simulations consist of abstractions and approximations that inevitably introduce discrepancies between simulated and real environments, known as the reality gap. These discrepancies significantly hinder the successful transfer of systems from simulation to the real world. Closing this gap remains one of the most pressing challenges in robotics. Recent advances in sim-to-real transfer have demonstrated promising results across various platforms, including locomotion, navigation, and manipulation. By leveraging techniques such as domain randomization, real-to-sim transfer, state and action abstractions, and sim-real co-training, many works have overcome the reality gap. However, challenges persist, and a deeper understanding of the reality gap's root causes and solutions is necessary. In this survey, we present a comprehensive overview of the sim-to-real landscape, highlighting the causes, solutions, and evaluation metrics for the reality gap and sim-to-real transfer.
RealFusion: 360° Reconstruction of Any Object from a Single Image
We consider the problem of reconstructing a full 360{\deg} photographic model of an object from a single image of it. We do so by fitting a neural radiance field to the image, but find this problem to be severely ill-posed. We thus take an off-the-self conditional image generator based on diffusion and engineer a prompt that encourages it to "dream up" novel views of the object. Using an approach inspired by DreamFields and DreamFusion, we fuse the given input view, the conditional prior, and other regularizers in a final, consistent reconstruction. We demonstrate state-of-the-art reconstruction results on benchmark images when compared to prior methods for monocular 3D reconstruction of objects. Qualitatively, our reconstructions provide a faithful match of the input view and a plausible extrapolation of its appearance and 3D shape, including to the side of the object not visible in the image.
Think Twice: Perspective-Taking Improves Large Language Models' Theory-of-Mind Capabilities
Human interactions are deeply rooted in the interplay of thoughts, beliefs, and desires made possible by Theory of Mind (ToM): our cognitive ability to understand the mental states of ourselves and others. Although ToM may come naturally to us, emulating it presents a challenge to even the most advanced Large Language Models (LLMs). Recent improvements to LLMs' reasoning capabilities from simple yet effective prompting techniques such as Chain-of-Thought have seen limited applicability to ToM. In this paper, we turn to the prominent cognitive science theory "Simulation Theory" to bridge this gap. We introduce SimToM, a novel two-stage prompting framework inspired by Simulation Theory's notion of perspective-taking. To implement this idea on current ToM benchmarks, SimToM first filters context based on what the character in question knows before answering a question about their mental state. Our approach, which requires no additional training and minimal prompt-tuning, shows substantial improvement over existing methods, and our analysis reveals the importance of perspective-taking to Theory-of-Mind capabilities. Our findings suggest perspective-taking as a promising direction for future research into improving LLMs' ToM capabilities.
RealRAG: Retrieval-augmented Realistic Image Generation via Self-reflective Contrastive Learning
Recent text-to-image generative models, e.g., Stable Diffusion V3 and Flux, have achieved notable progress. However, these models are strongly restricted to their limited knowledge, a.k.a., their own fixed parameters, that are trained with closed datasets. This leads to significant hallucinations or distortions when facing fine-grained and unseen novel real-world objects, e.g., the appearance of the Tesla Cybertruck. To this end, we present the first real-object-based retrieval-augmented generation framework (RealRAG), which augments fine-grained and unseen novel object generation by learning and retrieving real-world images to overcome the knowledge gaps of generative models. Specifically, to integrate missing memory for unseen novel object generation, we train a reflective retriever by self-reflective contrastive learning, which injects the generator's knowledge into the sef-reflective negatives, ensuring that the retrieved augmented images compensate for the model's missing knowledge. Furthermore, the real-object-based framework integrates fine-grained visual knowledge for the generative models, tackling the distortion problem and improving the realism for fine-grained object generation. Our Real-RAG is superior in its modular application to all types of state-of-the-art text-to-image generative models and also delivers remarkable performance boosts with all of them, such as a gain of 16.18% FID score with the auto-regressive model on the Stanford Car benchmark.
Synthetic Data for Model Selection
Recent improvements in synthetic data generation make it possible to produce images that are highly photorealistic and indistinguishable from real ones. Furthermore, synthetic generation pipelines have the potential to generate an unlimited number of images. The combination of high photorealism and scale turn the synthetic data into a promising candidate for potentially improving various machine learning (ML) pipelines. Thus far, a large body of research in this field has focused on using synthetic images for training, by augmenting and enlarging training data. In contrast to using synthetic data for training, in this work we explore whether synthetic data can be beneficial for model selection. Considering the task of image classification, we demonstrate that when data is scarce, synthetic data can be used to replace the held out validation set, thus allowing to train on a larger dataset.
Online A-Optimal Design and Active Linear Regression
We consider in this paper the problem of optimal experiment design where a decision maker can choose which points to sample to obtain an estimate hatβ of the hidden parameter β^{star} of an underlying linear model. The key challenge of this work lies in the heteroscedasticity assumption that we make, meaning that each covariate has a different and unknown variance. The goal of the decision maker is then to figure out on the fly the optimal way to allocate the total budget of T samples between covariates, as sampling several times a specific one will reduce the variance of the estimated model around it (but at the cost of a possible higher variance elsewhere). By trying to minimize the ell^2-loss E [lVerthatβ-β^{star}rVert^2] the decision maker is actually minimizing the trace of the covariance matrix of the problem, which corresponds then to online A-optimal design. Combining techniques from bandit and convex optimization we propose a new active sampling algorithm and we compare it with existing ones. We provide theoretical guarantees of this algorithm in different settings, including a O(T^{-2}) regret bound in the case where the covariates form a basis of the feature space, generalizing and improving existing results. Numerical experiments validate our theoretical findings.
Video Reality Test: Can AI-Generated ASMR Videos fool VLMs and Humans?
Recent advances in video generation have produced vivid content that are often indistinguishable from real videos, making AI-generated video detection an emerging societal challenge. Prior AIGC detection benchmarks mostly evaluate video without audio, target broad narrative domains, and focus on classification solely. Yet it remains unclear whether state-of-the-art video generation models can produce immersive, audio-paired videos that reliably deceive humans and VLMs. To this end, we introduce Video Reality Test, an ASMR-sourced video benchmark suite for testing perceptual realism under tight audio-visual coupling, featuring the following dimensions: (i) Immersive ASMR video-audio sources. Built on carefully curated real ASMR videos, the benchmark targets fine-grained action-object interactions with diversity across objects, actions, and backgrounds. (ii) Peer-Review evaluation. An adversarial creator-reviewer protocol where video generation models act as creators aiming to fool reviewers, while VLMs serve as reviewers seeking to identify fakeness. Our experimental findings show: The best creator Veo3.1-Fast even fools most VLMs: the strongest reviewer (Gemini 2.5-Pro) achieves only 56\% accuracy (random 50\%), far below that of human experts (81.25\%). Adding audio improves real-fake discrimination, yet superficial cues such as watermarks can still significantly mislead models. These findings delineate the current boundary of video generation realism and expose limitations of VLMs in perceptual fidelity and audio-visual consistency. Our code is available at https://github.com/video-reality-test/video-reality-test.
Diminished Diversity-of-Thought in a Standard Large Language Model
We test whether Large Language Models (LLMs) can be used to simulate human participants in social-science studies. To do this, we run replications of 14 studies from the Many Labs 2 replication project with OpenAI's text-davinci-003 model, colloquially known as GPT3.5. Based on our pre-registered analyses, we find that among the eight studies we could analyse, our GPT sample replicated 37.5% of the original results and 37.5% of the Many Labs 2 results. However, we were unable to analyse the remaining six studies due to an unexpected phenomenon we call the "correct answer" effect. Different runs of GPT3.5 answered nuanced questions probing political orientation, economic preference, judgement, and moral philosophy with zero or near-zero variation in responses: with the supposedly "correct answer." In one exploratory follow-up study, we found that a "correct answer" was robust to changing the demographic details that precede the prompt. In another, we found that most but not all "correct answers" were robust to changing the order of answer choices. One of our most striking findings occurred in our replication of the Moral Foundations Theory survey results, where we found GPT3.5 identifying as a political conservative in 99.6% of the cases, and as a liberal in 99.3% of the cases in the reverse-order condition. However, both self-reported 'GPT conservatives' and 'GPT liberals' showed right-leaning moral foundations. Our results cast doubts on the validity of using LLMs as a general replacement for human participants in the social sciences. Our results also raise concerns that a hypothetical AI-led future may be subject to a diminished diversity-of-thought.
Causal Proxy Models for Concept-Based Model Explanations
Explainability methods for NLP systems encounter a version of the fundamental problem of causal inference: for a given ground-truth input text, we never truly observe the counterfactual texts necessary for isolating the causal effects of model representations on outputs. In response, many explainability methods make no use of counterfactual texts, assuming they will be unavailable. In this paper, we show that robust causal explainability methods can be created using approximate counterfactuals, which can be written by humans to approximate a specific counterfactual or simply sampled using metadata-guided heuristics. The core of our proposal is the Causal Proxy Model (CPM). A CPM explains a black-box model N because it is trained to have the same actual input/output behavior as N while creating neural representations that can be intervened upon to simulate the counterfactual input/output behavior of N. Furthermore, we show that the best CPM for N performs comparably to N in making factual predictions, which means that the CPM can simply replace N, leading to more explainable deployed models. Our code is available at https://github.com/frankaging/Causal-Proxy-Model.
SimpleQA Verified: A Reliable Factuality Benchmark to Measure Parametric Knowledge
We introduce SimpleQA Verified, a 1,000-prompt benchmark for evaluating Large Language Model (LLM) short-form factuality based on OpenAI's SimpleQA. It addresses critical limitations in OpenAI's benchmark, including noisy and incorrect labels, topical biases, and question redundancy. SimpleQA Verified was created through a rigorous multi-stage filtering process involving de-duplication, topic balancing, and source reconciliation to produce a more reliable and challenging evaluation set, alongside improvements in the autorater prompt. On this new benchmark, Gemini 2.5 Pro achieves a state-of-the-art F1-score of 55.6, outperforming other frontier models, including GPT-5. This work provides the research community with a higher-fidelity tool to track genuine progress in parametric model factuality and to mitigate hallucinations. The benchmark dataset, evaluation code, and leaderboard are available at: https://www.kaggle.com/benchmarks/deepmind/simpleqa-verified.
Simple ReFlow: Improved Techniques for Fast Flow Models
Diffusion and flow-matching models achieve remarkable generative performance but at the cost of many sampling steps, this slows inference and limits applicability to time-critical tasks. The ReFlow procedure can accelerate sampling by straightening generation trajectories. However, ReFlow is an iterative procedure, typically requiring training on simulated data, and results in reduced sample quality. To mitigate sample deterioration, we examine the design space of ReFlow and highlight potential pitfalls in prior heuristic practices. We then propose seven improvements for training dynamics, learning and inference, which are verified with thorough ablation studies on CIFAR10 32 times 32, AFHQv2 64 times 64, and FFHQ 64 times 64. Combining all our techniques, we achieve state-of-the-art FID scores (without / with guidance, resp.) for fast generation via neural ODEs: 2.23 / 1.98 on CIFAR10, 2.30 / 1.91 on AFHQv2, 2.84 / 2.67 on FFHQ, and 3.49 / 1.74 on ImageNet-64, all with merely 9 neural function evaluations.
Completely Discretized, Finite Quantum Mechanics
I propose a version of quantum mechanics featuring a discrete and finite number of states that is plausibly a model of the real world. The model is based on standard unitary quantum theory of a closed system with a finite-dimensional Hilbert space. Given certain simple conditions on the spectrum of the Hamiltonian, Schr\"odinger evolution is periodic, and it is straightforward to replace continuous time with a discrete version, with the result that the system only visits a discrete and finite set of state vectors. The biggest challenges to the viability of such a model come from cosmological considerations. The theory may have implications for questions of mathematical realism and finitism.
SinGAN: Learning a Generative Model from a Single Natural Image
We introduce SinGAN, an unconditional generative model that can be learned from a single natural image. Our model is trained to capture the internal distribution of patches within the image, and is then able to generate high quality, diverse samples that carry the same visual content as the image. SinGAN contains a pyramid of fully convolutional GANs, each responsible for learning the patch distribution at a different scale of the image. This allows generating new samples of arbitrary size and aspect ratio, that have significant variability, yet maintain both the global structure and the fine textures of the training image. In contrast to previous single image GAN schemes, our approach is not limited to texture images, and is not conditional (i.e. it generates samples from noise). User studies confirm that the generated samples are commonly confused to be real images. We illustrate the utility of SinGAN in a wide range of image manipulation tasks.
Exploring the Evolution of Physics Cognition in Video Generation: A Survey
Recent advancements in video generation have witnessed significant progress, especially with the rapid advancement of diffusion models. Despite this, their deficiencies in physical cognition have gradually received widespread attention - generated content often violates the fundamental laws of physics, falling into the dilemma of ''visual realism but physical absurdity". Researchers began to increasingly recognize the importance of physical fidelity in video generation and attempted to integrate heuristic physical cognition such as motion representations and physical knowledge into generative systems to simulate real-world dynamic scenarios. Considering the lack of a systematic overview in this field, this survey aims to provide a comprehensive summary of architecture designs and their applications to fill this gap. Specifically, we discuss and organize the evolutionary process of physical cognition in video generation from a cognitive science perspective, while proposing a three-tier taxonomy: 1) basic schema perception for generation, 2) passive cognition of physical knowledge for generation, and 3) active cognition for world simulation, encompassing state-of-the-art methods, classical paradigms, and benchmarks. Subsequently, we emphasize the inherent key challenges in this domain and delineate potential pathways for future research, contributing to advancing the frontiers of discussion in both academia and industry. Through structured review and interdisciplinary analysis, this survey aims to provide directional guidance for developing interpretable, controllable, and physically consistent video generation paradigms, thereby propelling generative models from the stage of ''visual mimicry'' towards a new phase of ''human-like physical comprehension''.
