Video wird geladen...

Video konnte nicht geladen werden

Zur Startseite

Presto! Distilling Steps and Layers for Accelerating Music Generation Despite advances in diffusion-based text-to-music (TTM) methods, efficient, high-quality generation remains a challenge. We introduce Presto!, an approach to inference acceleration for score-based diffusion transformers via reducing both sampling steps and cost per step. To reduce steps, we develop a...

30,430 Aufrufe • vor 1 Jahr •via X (Twitter)

6 Kommentare

Profilbild von AK
AKvor 1 Jahr

discuss:

Profilbild von Zachary Novack
Zachary Novackvor 1 Jahr

Thanks for the shoutout! Can check out the full thread here for more info 🥳

Profilbild von Nicholas J. Bryan
Nicholas J. Bryanvor 1 Jahr

More info coming soon! w/@zacknovack @__gzhu__ @CasebeerJonah @McAuleyLabUCSD @BergKirkpatrick

Profilbild von ghostpen
ghostpenvor 1 Jahr

amazing, the mix/master is so clean! now imagine if someone made this compatible with lyrics 🤯

Profilbild von sedulous
sedulousvor 1 Jahr

could we get this as a plug in for ableton but for specific layers? I.e drum beat to go with seconds 20-40 of this project.

Profilbild von Dorien Herremans
Dorien Herremansvor 1 Jahr

Nice. Which dataset was it trained on? It just says licensed data.

Ähnliche Videos

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior paper page: present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation.

AK

161,530 Aufrufe • vor 2 Jahren

[NeurIPS '24] DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation Abstract (excerpt) We introduce DreamMesh4D, a novel framework that combines mesh representation with sparse-controlled deformation technique to generate high-quality 4D object from a monocular video. To overcome the limitation of classical texture representation, we bind Gaussian splats to the surface of the triangular mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh provided by a single image based 3D generation method. Sparse points are then uniformly sampled across the surface of the mesh, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the bound surface Gaussians are deformed via a geometric skinning algorithm. The skinning algorithm is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the dynamic deformation network are learned via reference view photometric loss, score distillation loss as well as other regularization losses in a two-stage manner. Extensive experiments demonstrate that our method outperforms prior video-to-4D generation methods in terms of rendering quality and spatial-temporal consistency.

MrNeRF

12,323 Aufrufe • vor 1 Jahr