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Continuous diffusion had a good run—now it’s time for Discrete diffusion! Introducing Anchored Posterior Sampling (APS) APS outperforms discrete and continuous baselines in terms of performance & scaling on inverse problems, stylization, and text-guided editing.

39,922 görüntüleme • 9 ay önce •via X (Twitter)

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MaterialFusion Enhancing Inverse Rendering with Material Diffusion Priors discuss: Recent works in inverse rendering have shown promise in using multi-view images of an object to recover shape, albedo, and materials. However, the recovered components often fail to render accurately under new lighting conditions due to the intrinsic challenge of disentangling albedo and material properties from input images. To address this challenge, we introduce MaterialFusion, an enhanced conventional 3D inverse rendering pipeline that incorporates a 2D prior on texture and material properties. We present StableMaterial, a 2D diffusion model prior that refines multi-lit data to estimate the most likely albedo and material from given input appearances. This model is trained on albedo, material, and relit image data derived from a curated dataset of approximately ~12K artist-designed synthetic Blender objects called BlenderVault. we incorporate this diffusion prior with an inverse rendering framework where we use score distillation sampling (SDS) to guide the optimization of the albedo and materials, improving relighting performance in comparison with previous work. We validate MaterialFusion's relighting performance on 4 datasets of synthetic and real objects under diverse illumination conditions, showing our diffusion-aided approach significantly improves the appearance of reconstructed objects under novel lighting conditions. We intend to publicly release our BlenderVault dataset to support further research in this field.

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Auto regressive LLMs are officially on notice. run Gemma 4 26B diffusion gguf with llama.cpp Google just dropped DiffusionGemma-26B, and it completely flips how we generate text. instead of predicting words one by one, it generates 256 tokens in parallel using bi-directional attention. its like stable diffusion, but for language. the model starts with random text "noise" and iteratively refines and self-corrects the entire block in real-time to fix formatting and reasoning errors on the fly. since it’s a Mixture of Experts (MoE) that only activates 3.8B parameters during inference, it fits perfectly on consumer hardware. You can run the Q4_K_M quant with an 18GB VRAM budget on a single RTX 3090 or RTX 4090 with exceptional throughput. Tested on Ubuntu 22 with CUDA 13.1 using the cutting edge experimental llama.cpp branch. Here is how to compile and run it with the live terminal denoising visualizer: # 1. Clone & check out the experimental PR (#24423) - 1) git clone && cd llama.cpp -git fetch origin 2) pull/24423/head:diffusiongemma && --git checkout diffusiongemma # 2. Build with CUDA support 1) cmake -B build -DGGML_CUDA=ON -DCMAKE_CUDA_ARCHITECTURES=native 2) cmake --build build -j $(nproc) --config Release --target llama-diffusion-cli # 3. Run with live visual denoising (llama.cpp flags) ./build/bin/llama-diffusion-cli \ -m /path/to/diffusiongemma-26B-A4B-it-Q4_K_M.gguf \ -ngl 99 -cnv -n 2048 --diffusion-visual Watch the video below to see the live --diffusion-visual canvas iteratively de noising the prompt output in real time. guide and unsloth's hugging face GGUF model links are in the comments below! Is auto regressive generation officially legacy tech? Let me know what you think.

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