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Introducing MilliVid, our new method for long-context video generation! MilliVid creates videos that are consistent over long time spans, without using retrieval heuristics or 3D maps! (1/n)

59,324 просмотров • 3 месяцев назад •via X (Twitter)

Комментарии: 21

Фото профиля Vincent Sitzmann
Vincent Sitzmann3 месяцев назад

The core idea is to use a hierarchical tokenizer that encodes frames into varying numbers of tokens for variable compression rates. We then build a coarse-to-fine diffusion model that only keeps the most recent frames at full token budget and uses compressed past frames! (2/n)

Фото профиля Vincent Sitzmann
Vincent Sitzmann3 месяцев назад

Unlike existing variable-compression methods (e.g., FramePack), we not only variably compress the past, but also generate the future from coarse to fine. This is what rollout with our model looks like: we first denoise a large chunk of the most compressed latents, then superresolve them with a lossless recent context and progressively more compressed past frames. Every rollout step uses the same diffusion transformer weights! (3/n)

Фото профиля Vincent Sitzmann
Vincent Sitzmann3 месяцев назад

We are very excited about the results: we show that on Minecraft, our model can memorize 3D scene geometry for *hundreds* of frames, without retrieval or expert-crafted 3D map heuristics, at the same token budget as a conventional five-frame-context diffusion model! (4/n)

Фото профиля Vincent Sitzmann
Vincent Sitzmann3 месяцев назад

Quantitatively, this shows up as a dramatic improvement of PSNR and FVD over rollouts of hundreds of frames. Note that even a diffusion model with perfect memory can't achieve a flat consistency curve, as the model has to generate unseen scene content! (5/n)

Фото профиля Vincent Sitzmann
Vincent Sitzmann3 месяцев назад

The FVD curve further shows that our model significantly alleviates exposure bias, resulting in rollouts that are stable over hundreds of frames without any self-forcing, diffusion forcing, or other mitigation strategies! (6/n)

Фото профиля Vincent Sitzmann
Vincent Sitzmann3 месяцев назад

This paper was led by my students @DavidCharatan and @ishaanpreetam, in collaboration with @phillip_isola (also co-advising Ishaan!) and our friends from Toyota Research, @ZakharovSergeyN, @vitorguizilini and @basilevanh as part of the University 3.0 TRI collaboration :) (7/n)

Фото профиля Vincent Sitzmann
Vincent Sitzmann3 месяцев назад

See all the details, videos, and the paper under: Code will be released in the next few days! arXiv is currently pending, for now, we're self-hosting the pdf:

Фото профиля Vincent Sitzmann
Vincent Sitzmann3 месяцев назад

Also, shoutout to some related / relevant work: Of course, FramePack by Lvming Zhang! Then, inspiring work on flexible tokenization by folks such as @ShivamDuggal4, Roman Bachmann, @JRAllardice, David Mizrahi, @andrew_atanov, @_xwen_, @BingchenZhao, some of it in @zamir_ar lab!

Фото профиля Vincent Sitzmann
Vincent Sitzmann3 месяцев назад

@JRAllardice @andrew_atanov @_xwen_ @BingchenZhao @zamir_ar Arxiv link here:

Фото профиля Shivam Duggal
Shivam Duggal3 месяцев назад

very cool work team!! @DavidCharatan @ishaanpreetam @vincesitzmann. Compression and Tokenization ✨

Фото профиля Nan Liu
Nan Liu3 месяцев назад

Great work! Curious how sensitive the method is to the frequency decomposition being clean. The coarse-to-fine works when low-frequency latents capture the consistency relevant content, which Minecraft basically guarantees. On in-the-wild video, where high-frequency detail carries semantic info, do you expect the coarse levels to remain informative enough to drive long-range recall?

Фото профиля Vincent Sitzmann
Vincent Sitzmann3 месяцев назад

Definitely an open question! I think what is interesting about this approach is that the decomposition is *not* frequency-based. It is learned. I.e., if you looked at the images that are auto-encoded at the coarsest level and compared them to the low-pass filtered version of equivalent compression ratio, you'd find that they look entirely different. Now, what information you encode depends on the objective of the hierarchical auto-encoder! We simply use least-squares, but there is definitely other things to explore here!

Фото профиля Nan Liu
Nan Liu3 месяцев назад

Ah that’s great clarification! Thanks for the thoughtful reply! Again great work!

Фото профиля Igor Gilitschenski
Igor Gilitschenski3 месяцев назад

I think this is really cool work. It is also highly relevant to robotics long-horizon tasks, where memory is essential.

Фото профиля David
David2 месяцев назад

nice

Фото профиля Hongsuk Benjamin Choi
Hongsuk Benjamin Choi3 месяцев назад

What would be better for training in terms of predicting future? far future frames with large strides or near future frames with small strides? What is the trade-off?

Фото профиля Zhichao Yin
Zhichao Yin3 месяцев назад

Great work! I wonder if predicting many coarse future frames - which is hypothesized as why it's better than FramePack - will hurt the action rate you can interact with the model.

Фото профиля Jiawei Chi
Jiawei Chi3 месяцев назад

Nice idea, but the default training/sampling strategy seems unsuitable for real-time applications: to get a frame at the next position, we need future action inputs (e.g., 64 steps ahead). Have you tried strategies more suitable for real-time use?

Фото профиля Maciej Halber
Maciej Halber3 месяцев назад

as someone who holds 3d in a special place in my heart, i choose to hate this excellent work :P

Фото профиля ali
ali3 месяцев назад

this is a wonderful idea! i can see this being useful for planning as well for long-horizon videos

Фото профиля Anirudha Majumdar
Anirudha Majumdar3 месяцев назад

Very nice work! I'm curious why flexible tokenizers (e.g., InfoTok) were not considered as direct baselines.

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