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SubscribePaper2Poster: Towards Multimodal Poster Automation from Scientific Papers
Academic poster generation is a crucial yet challenging task in scientific communication, requiring the compression of long-context interleaved documents into a single, visually coherent page. To address this challenge, we introduce the first benchmark and metric suite for poster generation, which pairs recent conference papers with author-designed posters and evaluates outputs on (i)Visual Quality-semantic alignment with human posters, (ii)Textual Coherence-language fluency, (iii)Holistic Assessment-six fine-grained aesthetic and informational criteria scored by a VLM-as-judge, and notably (iv)PaperQuiz-the poster's ability to convey core paper content as measured by VLMs answering generated quizzes. Building on this benchmark, we propose PosterAgent, a top-down, visual-in-the-loop multi-agent pipeline: the (a)Parser distills the paper into a structured asset library; the (b)Planner aligns text-visual pairs into a binary-tree layout that preserves reading order and spatial balance; and the (c)Painter-Commenter loop refines each panel by executing rendering code and using VLM feedback to eliminate overflow and ensure alignment. In our comprehensive evaluation, we find that GPT-4o outputs-though visually appealing at first glance-often exhibit noisy text and poor PaperQuiz scores, and we find that reader engagement is the primary aesthetic bottleneck, as human-designed posters rely largely on visual semantics to convey meaning. Our fully open-source variants (e.g. based on the Qwen-2.5 series) outperform existing 4o-driven multi-agent systems across nearly all metrics, while using 87% fewer tokens. It transforms a 22-page paper into a finalized yet editable .pptx poster - all for just $0.005. These findings chart clear directions for the next generation of fully automated poster-generation models. The code and datasets are available at https://github.com/Paper2Poster/Paper2Poster.
LayoutNUWA: Revealing the Hidden Layout Expertise of Large Language Models
Graphic layout generation, a growing research field, plays a significant role in user engagement and information perception. Existing methods primarily treat layout generation as a numerical optimization task, focusing on quantitative aspects while overlooking the semantic information of layout, such as the relationship between each layout element. In this paper, we propose LayoutNUWA, the first model that treats layout generation as a code generation task to enhance semantic information and harness the hidden layout expertise of large language models~(LLMs). More concretely, we develop a Code Instruct Tuning (CIT) approach comprising three interconnected modules: 1) the Code Initialization (CI) module quantifies the numerical conditions and initializes them as HTML code with strategically placed masks; 2) the Code Completion (CC) module employs the formatting knowledge of LLMs to fill in the masked portions within the HTML code; 3) the Code Rendering (CR) module transforms the completed code into the final layout output, ensuring a highly interpretable and transparent layout generation procedure that directly maps code to a visualized layout. We attain significant state-of-the-art performance (even over 50\% improvements) on multiple datasets, showcasing the strong capabilities of LayoutNUWA. Our code is available at https://github.com/ProjectNUWA/LayoutNUWA.
Learning UI-to-Code Reverse Generator Using Visual Critic Without Rendering
Automated reverse engineering of HTML/CSS code from UI screenshots is an important yet challenging problem with broad applications in website development and design. In this paper, we propose a novel vision-code transformer (ViCT) composed of a vision encoder processing the screenshots and a language decoder to generate the code. They are initialized by pre-trained models such as ViT/DiT and GPT-2/LLaMA but aligning the two modalities requires end-to-end finetuning, which aims to minimize the visual discrepancy between the code-rendered webpage and the original screenshot. However, the rendering is non-differentiable and causes costly overhead. We address this problem by actor-critic fine-tuning where a visual critic without rendering (ViCR) is developed to predict visual discrepancy given the original and generated code. To train and evaluate our models, we created two synthetic datasets of varying complexity, with over 75,000 unique (code, screenshot) pairs. We evaluate the UI-to-Code performance using a combination of automated metrics such as MSE, BLEU, IoU, and a novel htmlBLEU score. ViCT outperforms a strong baseline model DiT-GPT2, improving IoU from 0.64 to 0.79 and lowering MSE from 12.25 to 9.02. With much lower computational cost, it can achieve comparable performance as when using a larger decoder such as LLaMA.
Progressive Rendering Distillation: Adapting Stable Diffusion for Instant Text-to-Mesh Generation without 3D Data
It is highly desirable to obtain a model that can generate high-quality 3D meshes from text prompts in just seconds. While recent attempts have adapted pre-trained text-to-image diffusion models, such as Stable Diffusion (SD), into generators of 3D representations (e.g., Triplane), they often suffer from poor quality due to the lack of sufficient high-quality 3D training data. Aiming at overcoming the data shortage, we propose a novel training scheme, termed as Progressive Rendering Distillation (PRD), eliminating the need for 3D ground-truths by distilling multi-view diffusion models and adapting SD into a native 3D generator. In each iteration of training, PRD uses the U-Net to progressively denoise the latent from random noise for a few steps, and in each step it decodes the denoised latent into 3D output. Multi-view diffusion models, including MVDream and RichDreamer, are used in joint with SD to distill text-consistent textures and geometries into the 3D outputs through score distillation. Since PRD supports training without 3D ground-truths, we can easily scale up the training data and improve generation quality for challenging text prompts with creative concepts. Meanwhile, PRD can accelerate the inference speed of the generation model in just a few steps. With PRD, we train a Triplane generator, namely TriplaneTurbo, which adds only 2.5% trainable parameters to adapt SD for Triplane generation. TriplaneTurbo outperforms previous text-to-3D generators in both efficiency and quality. Specifically, it can produce high-quality 3D meshes in 1.2 seconds and generalize well for challenging text input. The code is available at https://github.com/theEricMa/TriplaneTurbo.
Collaborative Neural Rendering using Anime Character Sheets
Drawing images of characters with desired poses is an essential but laborious task in anime production. In this paper, we present the Collaborative Neural Rendering (CoNR) method, which creates new images for specified poses from a few reference images (AKA Character Sheets). In general, the high diversity of body shapes of anime characters defies the employment of universal body models like SMPL, which are developed from real-world humans. To overcome this difficulty, CoNR uses a compact and easy-to-obtain landmark encoding to avoid creating a unified UV mapping in the pipeline. In addition, the performance of CoNR can be significantly improved when referring to multiple reference images, thanks to feature space cross-view warping in a carefully designed neural network. Moreover, we have collected a character sheet dataset containing over 700,000 hand-drawn and synthesized images of diverse poses to facilitate research in this area. Our code and demo are available at https://github.com/megvii-research/CoNR.
Rendering-Aware Reinforcement Learning for Vector Graphics Generation
Scalable Vector Graphics (SVG) offer a powerful format for representing visual designs as interpretable code. Recent advances in vision-language models (VLMs) have enabled high-quality SVG generation by framing the problem as a code generation task and leveraging large-scale pretraining. VLMs are particularly suitable for this task as they capture both global semantics and fine-grained visual patterns, while transferring knowledge across vision, natural language, and code domains. However, existing VLM approaches often struggle to produce faithful and efficient SVGs because they never observe the rendered images during training. Although differentiable rendering for autoregressive SVG code generation remains unavailable, rendered outputs can still be compared to original inputs, enabling evaluative feedback suitable for reinforcement learning (RL). We introduce RLRF(Reinforcement Learning from Rendering Feedback), an RL method that enhances SVG generation in autoregressive VLMs by leveraging feedback from rendered SVG outputs. Given an input image, the model generates SVG roll-outs that are rendered and compared to the original image to compute a reward. This visual fidelity feedback guides the model toward producing more accurate, efficient, and semantically coherent SVGs. RLRF significantly outperforms supervised fine-tuning, addressing common failure modes and enabling precise, high-quality SVG generation with strong structural understanding and generalization.
Acoustic Volume Rendering for Neural Impulse Response Fields
Realistic audio synthesis that captures accurate acoustic phenomena is essential for creating immersive experiences in virtual and augmented reality. Synthesizing the sound received at any position relies on the estimation of impulse response (IR), which characterizes how sound propagates in one scene along different paths before arriving at the listener's position. In this paper, we present Acoustic Volume Rendering (AVR), a novel approach that adapts volume rendering techniques to model acoustic impulse responses. While volume rendering has been successful in modeling radiance fields for images and neural scene representations, IRs present unique challenges as time-series signals. To address these challenges, we introduce frequency-domain volume rendering and use spherical integration to fit the IR measurements. Our method constructs an impulse response field that inherently encodes wave propagation principles and achieves state-of-the-art performance in synthesizing impulse responses for novel poses. Experiments show that AVR surpasses current leading methods by a substantial margin. Additionally, we develop an acoustic simulation platform, AcoustiX, which provides more accurate and realistic IR simulations than existing simulators. Code for AVR and AcoustiX are available at https://zitonglan.github.io/avr.
GaussRender: Learning 3D Occupancy with Gaussian Rendering
Understanding the 3D geometry and semantics of driving scenes is critical for safe autonomous driving. Recent advances in 3D occupancy prediction have improved scene representation but often suffer from spatial inconsistencies, leading to floating artifacts and poor surface localization. Existing voxel-wise losses (e.g., cross-entropy) fail to enforce geometric coherence. In this paper, we propose GaussRender, a module that improves 3D occupancy learning by enforcing projective consistency. Our key idea is to project both predicted and ground-truth 3D occupancy into 2D camera views, where we apply supervision. Our method penalizes 3D configurations that produce inconsistent 2D projections, thereby enforcing a more coherent 3D structure. To achieve this efficiently, we leverage differentiable rendering with Gaussian splatting. GaussRender seamlessly integrates with existing architectures while maintaining efficiency and requiring no inference-time modifications. Extensive evaluations on multiple benchmarks (SurroundOcc-nuScenes, Occ3D-nuScenes, SSCBench-KITTI360) demonstrate that GaussRender significantly improves geometric fidelity across various 3D occupancy models (TPVFormer, SurroundOcc, Symphonies), achieving state-of-the-art results, particularly on surface-sensitive metrics. The code is open-sourced at https://github.com/valeoai/GaussRender.
HuGDiffusion: Generalizable Single-Image Human Rendering via 3D Gaussian Diffusion
We present HuGDiffusion, a generalizable 3D Gaussian splatting (3DGS) learning pipeline to achieve novel view synthesis (NVS) of human characters from single-view input images. Existing approaches typically require monocular videos or calibrated multi-view images as inputs, whose applicability could be weakened in real-world scenarios with arbitrary and/or unknown camera poses. In this paper, we aim to generate the set of 3DGS attributes via a diffusion-based framework conditioned on human priors extracted from a single image. Specifically, we begin with carefully integrated human-centric feature extraction procedures to deduce informative conditioning signals. Based on our empirical observations that jointly learning the whole 3DGS attributes is challenging to optimize, we design a multi-stage generation strategy to obtain different types of 3DGS attributes. To facilitate the training process, we investigate constructing proxy ground-truth 3D Gaussian attributes as high-quality attribute-level supervision signals. Through extensive experiments, our HuGDiffusion shows significant performance improvements over the state-of-the-art methods. Our code will be made publicly available.
Robust Neural Rendering in the Wild with Asymmetric Dual 3D Gaussian Splatting
3D reconstruction from in-the-wild images remains a challenging task due to inconsistent lighting conditions and transient distractors. Existing methods typically rely on heuristic strategies to handle the low-quality training data, which often struggle to produce stable and consistent reconstructions, frequently resulting in visual artifacts. In this work, we propose Asymmetric Dual 3DGS, a novel framework that leverages the stochastic nature of these artifacts: they tend to vary across different training runs due to minor randomness. Specifically, our method trains two 3D Gaussian Splatting (3DGS) models in parallel, enforcing a consistency constraint that encourages convergence on reliable scene geometry while suppressing inconsistent artifacts. To prevent the two models from collapsing into similar failure modes due to confirmation bias, we introduce a divergent masking strategy that applies two complementary masks: a multi-cue adaptive mask and a self-supervised soft mask, which leads to an asymmetric training process of the two models, reducing shared error modes. In addition, to improve the efficiency of model training, we introduce a lightweight variant called Dynamic EMA Proxy, which replaces one of the two models with a dynamically updated Exponential Moving Average (EMA) proxy, and employs an alternating masking strategy to preserve divergence. Extensive experiments on challenging real-world datasets demonstrate that our method consistently outperforms existing approaches while achieving high efficiency. Codes and trained models will be released.
GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering
Advancements in 3D Gaussian Splatting have significantly accelerated 3D reconstruction and generation. However, it may require a large number of Gaussians, which creates a substantial memory footprint. This paper introduces GES (Generalized Exponential Splatting), a novel representation that employs Generalized Exponential Function (GEF) to model 3D scenes, requiring far fewer particles to represent a scene and thus significantly outperforming Gaussian Splatting methods in efficiency with a plug-and-play replacement ability for Gaussian-based utilities. GES is validated theoretically and empirically in both principled 1D setup and realistic 3D scenes. It is shown to represent signals with sharp edges more accurately, which are typically challenging for Gaussians due to their inherent low-pass characteristics. Our empirical analysis demonstrates that GEF outperforms Gaussians in fitting natural-occurring signals (e.g. squares, triangles, and parabolic signals), thereby reducing the need for extensive splitting operations that increase the memory footprint of Gaussian Splatting. With the aid of a frequency-modulated loss, GES achieves competitive performance in novel-view synthesis benchmarks while requiring less than half the memory storage of Gaussian Splatting and increasing the rendering speed by up to 39%. The code is available on the project website https://abdullahamdi.com/ges .
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
TextDiffuser-2: Unleashing the Power of Language Models for Text Rendering
The diffusion model has been proven a powerful generative model in recent years, yet remains a challenge in generating visual text. Several methods alleviated this issue by incorporating explicit text position and content as guidance on where and what text to render. However, these methods still suffer from several drawbacks, such as limited flexibility and automation, constrained capability of layout prediction, and restricted style diversity. In this paper, we present TextDiffuser-2, aiming to unleash the power of language models for text rendering. Firstly, we fine-tune a large language model for layout planning. The large language model is capable of automatically generating keywords for text rendering and also supports layout modification through chatting. Secondly, we utilize the language model within the diffusion model to encode the position and texts at the line level. Unlike previous methods that employed tight character-level guidance, this approach generates more diverse text images. We conduct extensive experiments and incorporate user studies involving human participants as well as GPT-4V, validating TextDiffuser-2's capacity to achieve a more rational text layout and generation with enhanced diversity. The code and model will be available at https://aka.ms/textdiffuser-2.
ReTR: Modeling Rendering Via Transformer for Generalizable Neural Surface Reconstruction
Generalizable neural surface reconstruction techniques have attracted great attention in recent years. However, they encounter limitations of low confidence depth distribution and inaccurate surface reasoning due to the oversimplified volume rendering process employed. In this paper, we present Reconstruction TRansformer (ReTR), a novel framework that leverages the transformer architecture to redesign the rendering process, enabling complex render interaction modeling. It introduces a learnable meta-ray token and utilizes the cross-attention mechanism to simulate the interaction of rendering process with sampled points and render the observed color. Meanwhile, by operating within a high-dimensional feature space rather than the color space, ReTR mitigates sensitivity to projected colors in source views. Such improvements result in accurate surface assessment with high confidence. We demonstrate the effectiveness of our approach on various datasets, showcasing how our method outperforms the current state-of-the-art approaches in terms of reconstruction quality and generalization ability. Our code is available at https://github.com/YixunLiang/ReTR.
Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis
Volumetric rendering based methods, like NeRF, excel in HDR view synthesis from RAWimages, especially for nighttime scenes. While, they suffer from long training times and cannot perform real-time rendering due to dense sampling requirements. The advent of 3D Gaussian Splatting (3DGS) enables real-time rendering and faster training. However, implementing RAW image-based view synthesis directly using 3DGS is challenging due to its inherent drawbacks: 1) in nighttime scenes, extremely low SNR leads to poor structure-from-motion (SfM) estimation in distant views; 2) the limited representation capacity of spherical harmonics (SH) function is unsuitable for RAW linear color space; and 3) inaccurate scene structure hampers downstream tasks such as refocusing. To address these issues, we propose LE3D (Lighting Every darkness with 3DGS). Our method proposes Cone Scatter Initialization to enrich the estimation of SfM, and replaces SH with a Color MLP to represent the RAW linear color space. Additionally, we introduce depth distortion and near-far regularizations to improve the accuracy of scene structure for downstream tasks. These designs enable LE3D to perform real-time novel view synthesis, HDR rendering, refocusing, and tone-mapping changes. Compared to previous volumetric rendering based methods, LE3D reduces training time to 1% and improves rendering speed by up to 4,000 times for 2K resolution images in terms of FPS. Code and viewer can be found in https://github.com/Srameo/LE3D .
DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering
Realistic human-centric rendering plays a key role in both computer vision and computer graphics. Rapid progress has been made in the algorithm aspect over the years, yet existing human-centric rendering datasets and benchmarks are rather impoverished in terms of diversity, which are crucial for rendering effect. Researchers are usually constrained to explore and evaluate a small set of rendering problems on current datasets, while real-world applications require methods to be robust across different scenarios. In this work, we present DNA-Rendering, a large-scale, high-fidelity repository of human performance data for neural actor rendering. DNA-Rendering presents several alluring attributes. First, our dataset contains over 1500 human subjects, 5000 motion sequences, and 67.5M frames' data volume. Second, we provide rich assets for each subject -- 2D/3D human body keypoints, foreground masks, SMPLX models, cloth/accessory materials, multi-view images, and videos. These assets boost the current method's accuracy on downstream rendering tasks. Third, we construct a professional multi-view system to capture data, which contains 60 synchronous cameras with max 4096 x 3000 resolution, 15 fps speed, and stern camera calibration steps, ensuring high-quality resources for task training and evaluation. Along with the dataset, we provide a large-scale and quantitative benchmark in full-scale, with multiple tasks to evaluate the existing progress of novel view synthesis, novel pose animation synthesis, and novel identity rendering methods. In this manuscript, we describe our DNA-Rendering effort as a revealing of new observations, challenges, and future directions to human-centric rendering. The dataset, code, and benchmarks will be publicly available at https://dna-rendering.github.io/
OASim: an Open and Adaptive Simulator based on Neural Rendering for Autonomous Driving
With deep learning and computer vision technology development, autonomous driving provides new solutions to improve traffic safety and efficiency. The importance of building high-quality datasets is self-evident, especially with the rise of end-to-end autonomous driving algorithms in recent years. Data plays a core role in the algorithm closed-loop system. However, collecting real-world data is expensive, time-consuming, and unsafe. With the development of implicit rendering technology and in-depth research on using generative models to produce data at scale, we propose OASim, an open and adaptive simulator and autonomous driving data generator based on implicit neural rendering. It has the following characteristics: (1) High-quality scene reconstruction through neural implicit surface reconstruction technology. (2) Trajectory editing of the ego vehicle and participating vehicles. (3) Rich vehicle model library that can be freely selected and inserted into the scene. (4) Rich sensors model library where you can select specified sensors to generate data. (5) A highly customizable data generation system can generate data according to user needs. We demonstrate the high quality and fidelity of the generated data through perception performance evaluation on the Carla simulator and real-world data acquisition. Code is available at https://github.com/PJLab-ADG/OASim.
RTGS: Enabling Real-Time Gaussian Splatting on Mobile Devices Using Efficiency-Guided Pruning and Foveated Rendering
Point-Based Neural Rendering (PBNR), i.e., the 3D Gaussian Splatting-family algorithms, emerges as a promising class of rendering techniques, which are permeating all aspects of society, driven by a growing demand for real-time, photorealistic rendering in AR/VR and digital twins. Achieving real-time PBNR on mobile devices is challenging. This paper proposes RTGS, a PBNR system that for the first time delivers real-time neural rendering on mobile devices while maintaining human visual quality. RTGS combines two techniques. First, we present an efficiency-aware pruning technique to optimize rendering speed. Second, we introduce a Foveated Rendering (FR) method for PBNR, leveraging humans' low visual acuity in peripheral regions to relax rendering quality and improve rendering speed. Our system executes in real-time (above 100 FPS) on Nvidia Jetson Xavier board without sacrificing subjective visual quality, as confirmed by a user study. The code is open-sourced at [https://github.com/horizon-research/Fov-3DGS].
SCOB: Universal Text Understanding via Character-wise Supervised Contrastive Learning with Online Text Rendering for Bridging Domain Gap
Inspired by the great success of language model (LM)-based pre-training, recent studies in visual document understanding have explored LM-based pre-training methods for modeling text within document images. Among them, pre-training that reads all text from an image has shown promise, but often exhibits instability and even fails when applied to broader domains, such as those involving both visual documents and scene text images. This is a substantial limitation for real-world scenarios, where the processing of text image inputs in diverse domains is essential. In this paper, we investigate effective pre-training tasks in the broader domains and also propose a novel pre-training method called SCOB that leverages character-wise supervised contrastive learning with online text rendering to effectively pre-train document and scene text domains by bridging the domain gap. Moreover, SCOB enables weakly supervised learning, significantly reducing annotation costs. Extensive benchmarks demonstrate that SCOB generally improves vanilla pre-training methods and achieves comparable performance to state-of-the-art methods. Our findings suggest that SCOB can be served generally and effectively for read-type pre-training methods. The code will be available at https://github.com/naver-ai/scob.
OpenIllumination: A Multi-Illumination Dataset for Inverse Rendering Evaluation on Real Objects
We introduce OpenIllumination, a real-world dataset containing over 108K images of 64 objects with diverse materials, captured under 72 camera views and a large number of different illuminations. For each image in the dataset, we provide accurate camera parameters, illumination ground truth, and foreground segmentation masks. Our dataset enables the quantitative evaluation of most inverse rendering and material decomposition methods for real objects. We examine several state-of-the-art inverse rendering methods on our dataset and compare their performances. The dataset and code can be found on the project page: https://oppo-us-research.github.io/OpenIllumination.
LiveHand: Real-time and Photorealistic Neural Hand Rendering
The human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing photo-realistic appearance. Moreover, for applications in extended reality and gaming, real-time rendering is critical. We present the first neural-implicit approach to photo-realistically render hands in real-time. This is a challenging problem as hands are textured and undergo strong articulations with pose-dependent effects. However, we show that this aim is achievable through our carefully designed method. This includes training on a low-resolution rendering of a neural radiance field, together with a 3D-consistent super-resolution module and mesh-guided sampling and space canonicalization. We demonstrate a novel application of perceptual loss on the image space, which is critical for learning details accurately. We also show a live demo where we photo-realistically render the human hand in real-time for the first time, while also modeling pose- and view-dependent appearance effects. We ablate all our design choices and show that they optimize for rendering speed and quality. Video results and our code can be accessed from https://vcai.mpi-inf.mpg.de/projects/LiveHand/
Learning to Regress Bodies from Images using Differentiable Semantic Rendering
Learning to regress 3D human body shape and pose (e.g.~SMPL parameters) from monocular images typically exploits losses on 2D keypoints, silhouettes, and/or part-segmentation when 3D training data is not available. Such losses, however, are limited because 2D keypoints do not supervise body shape and segmentations of people in clothing do not match projected minimally-clothed SMPL shapes. To exploit richer image information about clothed people, we introduce higher-level semantic information about clothing to penalize clothed and non-clothed regions of the image differently. To do so, we train a body regressor using a novel Differentiable Semantic Rendering - DSR loss. For Minimally-Clothed regions, we define the DSR-MC loss, which encourages a tight match between a rendered SMPL body and the minimally-clothed regions of the image. For clothed regions, we define the DSR-C loss to encourage the rendered SMPL body to be inside the clothing mask. To ensure end-to-end differentiable training, we learn a semantic clothing prior for SMPL vertices from thousands of clothed human scans. We perform extensive qualitative and quantitative experiments to evaluate the role of clothing semantics on the accuracy of 3D human pose and shape estimation. We outperform all previous state-of-the-art methods on 3DPW and Human3.6M and obtain on par results on MPI-INF-3DHP. Code and trained models are available for research at https://dsr.is.tue.mpg.de/.
StarVector: Generating Scalable Vector Graphics Code from Images
Scalable Vector Graphics (SVGs) have become integral in modern image rendering applications due to their infinite scalability in resolution, versatile usability, and editing capabilities. SVGs are particularly popular in the fields of web development and graphic design. Existing approaches for SVG modeling using deep learning often struggle with generating complex SVGs and are restricted to simpler ones that require extensive processing and simplification. This paper introduces StarVector, a multimodal SVG generation model that effectively integrates Code Generation Large Language Models (CodeLLMs) and vision models. Our approach utilizes a CLIP image encoder to extract visual representations from pixel-based images, which are then transformed into visual tokens via an adapter module. These visual tokens are pre-pended to the SVG token embeddings, and the sequence is modeled by the StarCoder model using next-token prediction, effectively learning to align the visual and code tokens. This enables StarVector to generate unrestricted SVGs that accurately represent pixel images. To evaluate StarVector's performance, we present SVG-Bench, a comprehensive benchmark for evaluating SVG methods across multiple datasets and relevant metrics. Within this benchmark, we introduce novel datasets including SVG-Stack, a large-scale dataset of real-world SVG examples, and use it to pre-train StarVector as a large foundation model for SVGs. Our results demonstrate significant enhancements in visual quality and complexity handling over current methods, marking a notable advancement in SVG generation technology. Code and models: https://github.com/joanrod/star-vector
Gaussian Frosting: Editable Complex Radiance Fields with Real-Time Rendering
We propose Gaussian Frosting, a novel mesh-based representation for high-quality rendering and editing of complex 3D effects in real-time. Our approach builds on the recent 3D Gaussian Splatting framework, which optimizes a set of 3D Gaussians to approximate a radiance field from images. We propose first extracting a base mesh from Gaussians during optimization, then building and refining an adaptive layer of Gaussians with a variable thickness around the mesh to better capture the fine details and volumetric effects near the surface, such as hair or grass. We call this layer Gaussian Frosting, as it resembles a coating of frosting on a cake. The fuzzier the material, the thicker the frosting. We also introduce a parameterization of the Gaussians to enforce them to stay inside the frosting layer and automatically adjust their parameters when deforming, rescaling, editing or animating the mesh. Our representation allows for efficient rendering using Gaussian splatting, as well as editing and animation by modifying the base mesh. We demonstrate the effectiveness of our method on various synthetic and real scenes, and show that it outperforms existing surface-based approaches. We will release our code and a web-based viewer as additional contributions. Our project page is the following: https://anttwo.github.io/frosting/
4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to maintain. We introduce the 4D Gaussian Splatting (4D-GS) to achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency. An efficient deformation field is constructed to model both Gaussian motions and shape deformations. Different adjacent Gaussians are connected via a HexPlane to produce more accurate position and shape deformations. Our 4D-GS method achieves real-time rendering under high resolutions, 70 FPS at a 800times800 resolution on an RTX 3090 GPU, while maintaining comparable or higher quality than previous state-of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs/.
URAvatar: Universal Relightable Gaussian Codec Avatars
We present a new approach to creating photorealistic and relightable head avatars from a phone scan with unknown illumination. The reconstructed avatars can be animated and relit in real time with the global illumination of diverse environments. Unlike existing approaches that estimate parametric reflectance parameters via inverse rendering, our approach directly models learnable radiance transfer that incorporates global light transport in an efficient manner for real-time rendering. However, learning such a complex light transport that can generalize across identities is non-trivial. A phone scan in a single environment lacks sufficient information to infer how the head would appear in general environments. To address this, we build a universal relightable avatar model represented by 3D Gaussians. We train on hundreds of high-quality multi-view human scans with controllable point lights. High-resolution geometric guidance further enhances the reconstruction accuracy and generalization. Once trained, we finetune the pretrained model on a phone scan using inverse rendering to obtain a personalized relightable avatar. Our experiments establish the efficacy of our design, outperforming existing approaches while retaining real-time rendering capability.
VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video Streams
Neural Radiance Fields (NeRFs) excel in photorealistically rendering static scenes. However, rendering dynamic, long-duration radiance fields on ubiquitous devices remains challenging, due to data storage and computational constraints. In this paper, we introduce VideoRF, the first approach to enable real-time streaming and rendering of dynamic radiance fields on mobile platforms. At the core is a serialized 2D feature image stream representing the 4D radiance field all in one. We introduce a tailored training scheme directly applied to this 2D domain to impose the temporal and spatial redundancy of the feature image stream. By leveraging the redundancy, we show that the feature image stream can be efficiently compressed by 2D video codecs, which allows us to exploit video hardware accelerators to achieve real-time decoding. On the other hand, based on the feature image stream, we propose a novel rendering pipeline for VideoRF, which has specialized space mappings to query radiance properties efficiently. Paired with a deferred shading model, VideoRF has the capability of real-time rendering on mobile devices thanks to its efficiency. We have developed a real-time interactive player that enables online streaming and rendering of dynamic scenes, offering a seamless and immersive free-viewpoint experience across a range of devices, from desktops to mobile phones.
DiffRF: Rendering-Guided 3D Radiance Field Diffusion
We introduce DiffRF, a novel approach for 3D radiance field synthesis based on denoising diffusion probabilistic models. While existing diffusion-based methods operate on images, latent codes, or point cloud data, we are the first to directly generate volumetric radiance fields. To this end, we propose a 3D denoising model which directly operates on an explicit voxel grid representation. However, as radiance fields generated from a set of posed images can be ambiguous and contain artifacts, obtaining ground truth radiance field samples is non-trivial. We address this challenge by pairing the denoising formulation with a rendering loss, enabling our model to learn a deviated prior that favours good image quality instead of trying to replicate fitting errors like floating artifacts. In contrast to 2D-diffusion models, our model learns multi-view consistent priors, enabling free-view synthesis and accurate shape generation. Compared to 3D GANs, our diffusion-based approach naturally enables conditional generation such as masked completion or single-view 3D synthesis at inference time.
SceneCraft: An LLM Agent for Synthesizing 3D Scene as Blender Code
This paper introduces SceneCraft, a Large Language Model (LLM) Agent converting text descriptions into Blender-executable Python scripts which render complex scenes with up to a hundred 3D assets. This process requires complex spatial planning and arrangement. We tackle these challenges through a combination of advanced abstraction, strategic planning, and library learning. SceneCraft first models a scene graph as a blueprint, detailing the spatial relationships among assets in the scene. SceneCraft then writes Python scripts based on this graph, translating relationships into numerical constraints for asset layout. Next, SceneCraft leverages the perceptual strengths of vision-language foundation models like GPT-V to analyze rendered images and iteratively refine the scene. On top of this process, SceneCraft features a library learning mechanism that compiles common script functions into a reusable library, facilitating continuous self-improvement without expensive LLM parameter tuning. Our evaluation demonstrates that SceneCraft surpasses existing LLM-based agents in rendering complex scenes, as shown by its adherence to constraints and favorable human assessments. We also showcase the broader application potential of SceneCraft by reconstructing detailed 3D scenes from the Sintel movie and guiding a video generative model with generated scenes as intermediary control signal.
PICD: Versatile Perceptual Image Compression with Diffusion Rendering
Recently, perceptual image compression has achieved significant advancements, delivering high visual quality at low bitrates for natural images. However, for screen content, existing methods often produce noticeable artifacts when compressing text. To tackle this challenge, we propose versatile perceptual screen image compression with diffusion rendering (PICD), a codec that works well for both screen and natural images. More specifically, we propose a compression framework that encodes the text and image separately, and renders them into one image using diffusion model. For this diffusion rendering, we integrate conditional information into diffusion models at three distinct levels: 1). Domain level: We fine-tune the base diffusion model using text content prompts with screen content. 2). Adaptor level: We develop an efficient adaptor to control the diffusion model using compressed image and text as input. 3). Instance level: We apply instance-wise guidance to further enhance the decoding process. Empirically, our PICD surpasses existing perceptual codecs in terms of both text accuracy and perceptual quality. Additionally, without text conditions, our approach serves effectively as a perceptual codec for natural images.
High-resolution Rainy Image Synthesis: Learning from Rendering
Currently, there are few effective methods for synthesizing a mass of high-resolution rainy images in complex illumination conditions. However, these methods are essential for synthesizing large-scale high-quality paired rainy-clean image datasets, which can train deep learning-based single image rain removal models capable of generalizing to various illumination conditions. Therefore, we propose a practical two-stage learning-from-rendering pipeline for high-resolution rainy image synthesis. The pipeline combines the benefits of the realism of rendering-based methods and the high-efficiency of learning-based methods, providing the possibility of creating large-scale high-quality paired rainy-clean image datasets. In the rendering stage, we use a rendering-based method to create a High-resolution Rainy Image (HRI) dataset, which contains realistic high-resolution paired rainy-clean images of multiple scenes and various illumination conditions. In the learning stage, to learn illumination information from background images for high-resolution rainy image generation, we propose a High-resolution Rainy Image Generation Network (HRIGNet). HRIGNet is designed to introduce a guiding diffusion model in the Latent Diffusion Model, which provides additional guidance information for high-resolution image synthesis. In our experiments, HRIGNet is able to synthesize high-resolution rainy images up to 2048x1024 resolution. Rain removal experiments on real dataset validate that our method can help improve the robustness of deep derainers to real rainy images. To make our work reproducible, source codes and the dataset have been released at https://kb824999404.github.io/HRIG/.
NeuRAD: Neural Rendering for Autonomous Driving
Neural radiance fields (NeRFs) have gained popularity in the autonomous driving (AD) community. Recent methods show NeRFs' potential for closed-loop simulation, enabling testing of AD systems, and as an advanced training data augmentation technique. However, existing methods often require long training times, dense semantic supervision, or lack generalizability. This, in turn, hinders the application of NeRFs for AD at scale. In this paper, we propose NeuRAD, a robust novel view synthesis method tailored to dynamic AD data. Our method features simple network design, extensive sensor modeling for both camera and lidar -- including rolling shutter, beam divergence and ray dropping -- and is applicable to multiple datasets out of the box. We verify its performance on five popular AD datasets, achieving state-of-the-art performance across the board. To encourage further development, we will openly release the NeuRAD source code. See https://github.com/georghess/NeuRAD .
ChartMimic: Evaluating LMM's Cross-Modal Reasoning Capability via Chart-to-Code Generation
We introduce a new benchmark, ChartMimic, aimed at assessing the visually-grounded code generation capabilities of large multimodal models (LMMs). ChartMimic utilizes information-intensive visual charts and textual instructions as inputs, requiring LMMs to generate the corresponding code for chart rendering. ChartMimic includes 1,000 human-curated (figure, instruction, code) triplets, which represent the authentic chart use cases found in scientific papers across various domains(e.g., Physics, Computer Science, Economics, etc). These charts span 18 regular types and 4 advanced types, diversifying into 191 subcategories. Furthermore, we propose multi-level evaluation metrics to provide an automatic and thorough assessment of the output code and the rendered charts. Unlike existing code generation benchmarks, ChartMimic places emphasis on evaluating LMMs' capacity to harmonize a blend of cognitive capabilities, encompassing visual understanding, code generation, and cross-modal reasoning. The evaluation of 3 proprietary models and 11 open-weight models highlights the substantial challenges posed by ChartMimic. Even the advanced GPT-4V, Claude-3-opus only achieve an average score of 73.2 and 53.7, respectively, indicating significant room for improvement. We anticipate that ChartMimic will inspire the development of LMMs, advancing the pursuit of artificial general intelligence.
NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination
Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.Our code and data are available at https://woolseyyy.github.io/nefii/.
WebRPG: Automatic Web Rendering Parameters Generation for Visual Presentation
In the era of content creation revolution propelled by advancements in generative models, the field of web design remains unexplored despite its critical role in modern digital communication. The web design process is complex and often time-consuming, especially for those with limited expertise. In this paper, we introduce Web Rendering Parameters Generation (WebRPG), a new task that aims at automating the generation for visual presentation of web pages based on their HTML code. WebRPG would contribute to a faster web development workflow. Since there is no existing benchmark available, we develop a new dataset for WebRPG through an automated pipeline. Moreover, we present baseline models, utilizing VAE to manage numerous elements and rendering parameters, along with custom HTML embedding for capturing essential semantic and hierarchical information from HTML. Extensive experiments, including customized quantitative evaluations for this specific task, are conducted to evaluate the quality of the generated results.
GEMv2: Multilingual NLG Benchmarking in a Single Line of Code
Evaluation in machine learning is usually informed by past choices, for example which datasets or metrics to use. This standardization enables the comparison on equal footing using leaderboards, but the evaluation choices become sub-optimal as better alternatives arise. This problem is especially pertinent in natural language generation which requires ever-improving suites of datasets, metrics, and human evaluation to make definitive claims. To make following best model evaluation practices easier, we introduce GEMv2. The new version of the Generation, Evaluation, and Metrics Benchmark introduces a modular infrastructure for dataset, model, and metric developers to benefit from each others work. GEMv2 supports 40 documented datasets in 51 languages. Models for all datasets can be evaluated online and our interactive data card creation and rendering tools make it easier to add new datasets to the living benchmark.
CoDeF: Content Deformation Fields for Temporally Consistent Video Processing
We present the content deformation field CoDeF as a new type of video representation, which consists of a canonical content field aggregating the static contents in the entire video and a temporal deformation field recording the transformations from the canonical image (i.e., rendered from the canonical content field) to each individual frame along the time axis.Given a target video, these two fields are jointly optimized to reconstruct it through a carefully tailored rendering pipeline.We advisedly introduce some regularizations into the optimization process, urging the canonical content field to inherit semantics (e.g., the object shape) from the video.With such a design, CoDeF naturally supports lifting image algorithms for video processing, in the sense that one can apply an image algorithm to the canonical image and effortlessly propagate the outcomes to the entire video with the aid of the temporal deformation field.We experimentally show that CoDeF is able to lift image-to-image translation to video-to-video translation and lift keypoint detection to keypoint tracking without any training.More importantly, thanks to our lifting strategy that deploys the algorithms on only one image, we achieve superior cross-frame consistency in processed videos compared to existing video-to-video translation approaches, and even manage to track non-rigid objects like water and smog.Project page can be found at https://qiuyu96.github.io/CoDeF/.
Scaling Text-Rich Image Understanding via Code-Guided Synthetic Multimodal Data Generation
Reasoning about images with rich text, such as charts and documents, is a critical application of vision-language models (VLMs). However, VLMs often struggle in these domains due to the scarcity of diverse text-rich vision-language data. To address this challenge, we present CoSyn, a framework that leverages the coding capabilities of text-only large language models (LLMs) to automatically create synthetic text-rich multimodal data. Given input text describing a target domain (e.g., "nutrition fact labels"), CoSyn prompts an LLM to generate code (Python, HTML, LaTeX, etc.) for rendering synthetic images. With the underlying code as textual representations of the synthetic images, CoSyn can generate high-quality instruction-tuning data, again relying on a text-only LLM. Using CoSyn, we constructed a dataset comprising 400K images and 2.7M rows of vision-language instruction-tuning data. Comprehensive experiments on seven benchmarks demonstrate that models trained on our synthetic data achieve state-of-the-art performance among competitive open-source models, including Llama 3.2, and surpass proprietary models such as GPT-4V and Gemini 1.5 Flash. Furthermore, CoSyn can produce synthetic pointing data, enabling VLMs to ground information within input images, showcasing its potential for developing multimodal agents capable of acting in real-world environments.
On The Importance of Reasoning for Context Retrieval in Repository-Level Code Editing
Recent advancements in code-fluent Large Language Models (LLMs) enabled the research on repository-level code editing. In such tasks, the model navigates and modifies the entire codebase of a project according to request. Hence, such tasks require efficient context retrieval, i.e., navigating vast codebases to gather relevant context. Despite the recognized importance of context retrieval, existing studies tend to approach repository-level coding tasks in an end-to-end manner, rendering the impact of individual components within these complicated systems unclear. In this work, we decouple the task of context retrieval from the other components of the repository-level code editing pipelines. We lay the groundwork to define the strengths and weaknesses of this component and the role that reasoning plays in it by conducting experiments that focus solely on context retrieval. We conclude that while the reasoning helps to improve the precision of the gathered context, it still lacks the ability to identify its sufficiency. We also outline the ultimate role of the specialized tools in the process of context gathering. The code supplementing this paper is available at https://github.com/JetBrains-Research/ai-agents-code-editing.
Chat2VIS: Generating Data Visualisations via Natural Language using ChatGPT, Codex and GPT-3 Large Language Models
The field of data visualisation has long aimed to devise solutions for generating visualisations directly from natural language text. Research in Natural Language Interfaces (NLIs) has contributed towards the development of such techniques. However, the implementation of workable NLIs has always been challenging due to the inherent ambiguity of natural language, as well as in consequence of unclear and poorly written user queries which pose problems for existing language models in discerning user intent. Instead of pursuing the usual path of developing new iterations of language models, this study uniquely proposes leveraging the advancements in pre-trained large language models (LLMs) such as ChatGPT and GPT-3 to convert free-form natural language directly into code for appropriate visualisations. This paper presents a novel system, Chat2VIS, which takes advantage of the capabilities of LLMs and demonstrates how, with effective prompt engineering, the complex problem of language understanding can be solved more efficiently, resulting in simpler and more accurate end-to-end solutions than prior approaches. Chat2VIS shows that LLMs together with the proposed prompts offer a reliable approach to rendering visualisations from natural language queries, even when queries are highly misspecified and underspecified. This solution also presents a significant reduction in costs for the development of NLI systems, while attaining greater visualisation inference abilities compared to traditional NLP approaches that use hand-crafted grammar rules and tailored models. This study also presents how LLM prompts can be constructed in a way that preserves data security and privacy while being generalisable to different datasets. This work compares the performance of GPT-3, Codex and ChatGPT across a number of case studies and contrasts the performances with prior studies.
DiTaiListener: Controllable High Fidelity Listener Video Generation with Diffusion
Generating naturalistic and nuanced listener motions for extended interactions remains an open problem. Existing methods often rely on low-dimensional motion codes for facial behavior generation followed by photorealistic rendering, limiting both visual fidelity and expressive richness. To address these challenges, we introduce DiTaiListener, powered by a video diffusion model with multimodal conditions. Our approach first generates short segments of listener responses conditioned on the speaker's speech and facial motions with DiTaiListener-Gen. It then refines the transitional frames via DiTaiListener-Edit for a seamless transition. Specifically, DiTaiListener-Gen adapts a Diffusion Transformer (DiT) for the task of listener head portrait generation by introducing a Causal Temporal Multimodal Adapter (CTM-Adapter) to process speakers' auditory and visual cues. CTM-Adapter integrates speakers' input in a causal manner into the video generation process to ensure temporally coherent listener responses. For long-form video generation, we introduce DiTaiListener-Edit, a transition refinement video-to-video diffusion model. The model fuses video segments into smooth and continuous videos, ensuring temporal consistency in facial expressions and image quality when merging short video segments produced by DiTaiListener-Gen. Quantitatively, DiTaiListener achieves the state-of-the-art performance on benchmark datasets in both photorealism (+73.8% in FID on RealTalk) and motion representation (+6.1% in FD metric on VICO) spaces. User studies confirm the superior performance of DiTaiListener, with the model being the clear preference in terms of feedback, diversity, and smoothness, outperforming competitors by a significant margin.
XHand: Real-time Expressive Hand Avatar
Hand avatars play a pivotal role in a wide array of digital interfaces, enhancing user immersion and facilitating natural interaction within virtual environments. While previous studies have focused on photo-realistic hand rendering, little attention has been paid to reconstruct the hand geometry with fine details, which is essential to rendering quality. In the realms of extended reality and gaming, on-the-fly rendering becomes imperative. To this end, we introduce an expressive hand avatar, named XHand, that is designed to comprehensively generate hand shape, appearance, and deformations in real-time. To obtain fine-grained hand meshes, we make use of three feature embedding modules to predict hand deformation displacements, albedo, and linear blending skinning weights, respectively. To achieve photo-realistic hand rendering on fine-grained meshes, our method employs a mesh-based neural renderer by leveraging mesh topological consistency and latent codes from embedding modules. During training, a part-aware Laplace smoothing strategy is proposed by incorporating the distinct levels of regularization to effectively maintain the necessary details and eliminate the undesired artifacts. The experimental evaluations on InterHand2.6M and DeepHandMesh datasets demonstrate the efficacy of XHand, which is able to recover high-fidelity geometry and texture for hand animations across diverse poses in real-time. To reproduce our results, we will make the full implementation publicly available at https://github.com/agnJason/XHand.
Generative Modelling of BRDF Textures from Flash Images
We learn a latent space for easy capture, consistent interpolation, and efficient reproduction of visual material appearance. When users provide a photo of a stationary natural material captured under flashlight illumination, first it is converted into a latent material code. Then, in the second step, conditioned on the material code, our method produces an infinite and diverse spatial field of BRDF model parameters (diffuse albedo, normals, roughness, specular albedo) that subsequently allows rendering in complex scenes and illuminations, matching the appearance of the input photograph. Technically, we jointly embed all flash images into a latent space using a convolutional encoder, and -- conditioned on these latent codes -- convert random spatial fields into fields of BRDF parameters using a convolutional neural network (CNN). We condition these BRDF parameters to match the visual characteristics (statistics and spectra of visual features) of the input under matching light. A user study compares our approach favorably to previous work, even those with access to BRDF supervision.
ShaRF: Shape-conditioned Radiance Fields from a Single View
We present a method for estimating neural scenes representations of objects given only a single image. The core of our method is the estimation of a geometric scaffold for the object and its use as a guide for the reconstruction of the underlying radiance field. Our formulation is based on a generative process that first maps a latent code to a voxelized shape, and then renders it to an image, with the object appearance being controlled by a second latent code. During inference, we optimize both the latent codes and the networks to fit a test image of a new object. The explicit disentanglement of shape and appearance allows our model to be fine-tuned given a single image. We can then render new views in a geometrically consistent manner and they represent faithfully the input object. Additionally, our method is able to generalize to images outside of the training domain (more realistic renderings and even real photographs). Finally, the inferred geometric scaffold is itself an accurate estimate of the object's 3D shape. We demonstrate in several experiments the effectiveness of our approach in both synthetic and real images.
PICARD: Parsing Incrementally for Constrained Auto-Regressive Decoding from Language Models
Large pre-trained language models for textual data have an unconstrained output space; at each decoding step, they can produce any of 10,000s of sub-word tokens. When fine-tuned to target constrained formal languages like SQL, these models often generate invalid code, rendering it unusable. We propose PICARD (code and trained models available at https://github.com/ElementAI/picard), a method for constraining auto-regressive decoders of language models through incremental parsing. PICARD helps to find valid output sequences by rejecting inadmissible tokens at each decoding step. On the challenging Spider and CoSQL text-to-SQL translation tasks, we show that PICARD transforms fine-tuned T5 models with passable performance into state-of-the-art solutions.
V^3: Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic Gaussians
Experiencing high-fidelity volumetric video as seamlessly as 2D videos is a long-held dream. However, current dynamic 3DGS methods, despite their high rendering quality, face challenges in streaming on mobile devices due to computational and bandwidth constraints. In this paper, we introduce V3(Viewing Volumetric Videos), a novel approach that enables high-quality mobile rendering through the streaming of dynamic Gaussians. Our key innovation is to view dynamic 3DGS as 2D videos, facilitating the use of hardware video codecs. Additionally, we propose a two-stage training strategy to reduce storage requirements with rapid training speed. The first stage employs hash encoding and shallow MLP to learn motion, then reduces the number of Gaussians through pruning to meet the streaming requirements, while the second stage fine tunes other Gaussian attributes using residual entropy loss and temporal loss to improve temporal continuity. This strategy, which disentangles motion and appearance, maintains high rendering quality with compact storage requirements. Meanwhile, we designed a multi-platform player to decode and render 2D Gaussian videos. Extensive experiments demonstrate the effectiveness of V3, outperforming other methods by enabling high-quality rendering and streaming on common devices, which is unseen before. As the first to stream dynamic Gaussians on mobile devices, our companion player offers users an unprecedented volumetric video experience, including smooth scrolling and instant sharing. Our project page with source code is available at https://authoritywang.github.io/v3/.
VR.net: A Real-world Dataset for Virtual Reality Motion Sickness Research
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to address this need, we introduce `VR.net', a dataset offering approximately 12-hour gameplay videos from ten real-world games in 10 diverse genres. For each video frame, a rich set of motion sickness-related labels, such as camera/object movement, depth field, and motion flow, are accurately assigned. Building such a dataset is challenging since manual labeling would require an infeasible amount of time. Instead, we utilize a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code. We illustrate the utility of VR.net through several applications, such as risk factor detection and sickness level prediction. We continuously expand VR.net and envision its next version offering 10X more data than the current form. We believe that the scale, accuracy, and diversity of VR.net can offer unparalleled opportunities for VR motion sickness research and beyond.
Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians
Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative models for building creation often overlook these patterns, leading to low visual fidelity and limited scalability. Drawing inspiration from procedural modeling techniques used in the gaming and visual effects industry, our method, Proc-GS, integrates procedural code into the 3D Gaussian Splatting (3D-GS) framework, leveraging their advantages in high-fidelity rendering and efficient asset management from both worlds. By manipulating procedural code, we can streamline this process and generate an infinite variety of buildings. This integration significantly reduces model size by utilizing shared foundational assets, enabling scalable generation with precise control over building assembly. We showcase the potential for expansive cityscape generation while maintaining high rendering fidelity and precise control on both real and synthetic cases.
Raze to the Ground: Query-Efficient Adversarial HTML Attacks on Machine-Learning Phishing Webpage Detectors
Machine-learning phishing webpage detectors (ML-PWD) have been shown to suffer from adversarial manipulations of the HTML code of the input webpage. Nevertheless, the attacks recently proposed have demonstrated limited effectiveness due to their lack of optimizing the usage of the adopted manipulations, and they focus solely on specific elements of the HTML code. In this work, we overcome these limitations by first designing a novel set of fine-grained manipulations which allow to modify the HTML code of the input phishing webpage without compromising its maliciousness and visual appearance, i.e., the manipulations are functionality- and rendering-preserving by design. We then select which manipulations should be applied to bypass the target detector by a query-efficient black-box optimization algorithm. Our experiments show that our attacks are able to raze to the ground the performance of current state-of-the-art ML-PWD using just 30 queries, thus overcoming the weaker attacks developed in previous work, and enabling a much fairer robustness evaluation of ML-PWD.
HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned Sampling
Volumetric scene representations enable photorealistic view synthesis for static scenes and form the basis of several existing 6-DoF video techniques. However, the volume rendering procedures that drive these representations necessitate careful trade-offs in terms of quality, rendering speed, and memory efficiency. In particular, existing methods fail to simultaneously achieve real-time performance, small memory footprint, and high-quality rendering for challenging real-world scenes. To address these issues, we present HyperReel -- a novel 6-DoF video representation. The two core components of HyperReel are: (1) a ray-conditioned sample prediction network that enables high-fidelity, high frame rate rendering at high resolutions and (2) a compact and memory-efficient dynamic volume representation. Our 6-DoF video pipeline achieves the best performance compared to prior and contemporary approaches in terms of visual quality with small memory requirements, while also rendering at up to 18 frames-per-second at megapixel resolution without any custom CUDA code.
Advancing vision-language models in front-end development via data synthesis
Modern front-end (FE) development, especially when leveraging the unique features of frameworks like React and Vue, presents distinctive challenges. These include managing modular architectures, ensuring synchronization between data and visual outputs for declarative rendering, and adapting reusable components to various scenarios. Such complexities make it particularly difficult for state-of-the-art large vision-language models (VLMs) to generate accurate and functional code directly from design images. To address these challenges, we propose a reflective agentic workflow that synthesizes high-quality image-text data to capture the diverse characteristics of FE development. This workflow automates the extraction of self-containedA \textbf{self-contained code snippet is one that encapsulates all necessary logic, styling, and dependencies, ensuring it functions independently without requiring external imports or context.} code snippets from real-world projects, renders the corresponding visual outputs, and generates detailed descriptions that link design elements to functional code. To further expand the scope and utility of the synthesis, we introduce three data synthesis strategies: Evolution-based synthesis, which enables scalable and diverse dataset expansion; Waterfall-Model-based synthesis, which generates logically coherent code derived from system requirements; and Additive Development synthesis, which iteratively increases the complexity of human-authored components. We build a large vision-language model, Flame, trained on the synthesized datasets and demonstrate its effectiveness in generating React code via the pass@k metric. Our results suggest that a code VLM trained to interpret images before code generation may achieve better performance.
MMCode: Evaluating Multi-Modal Code Large Language Models with Visually Rich Programming Problems
Programming often involves converting detailed and complex specifications into code, a process during which developers typically utilize visual aids to more effectively convey concepts. While recent developments in Large Multimodal Models have demonstrated remarkable abilities in visual reasoning and mathematical tasks, there is little work on investigating whether these models can effectively interpret visual elements for code generation. To this end, we present MMCode, the first multi-modal coding dataset for evaluating algorithmic problem-solving skills in visually rich contexts. MMCode contains 3,548 questions and 6,620 images collected from real-world programming challenges harvested from 10 code competition websites, presenting significant challenges due to the extreme demand for reasoning abilities. Our experiment results show that current state-of-the-art models struggle to solve these problems. The results highlight the lack of powerful vision-code models, and we hope MMCode can serve as an inspiration for future works in this domain. The data and code are publicly available at https://github.com/happylkx/MMCode.
VisCoder: Fine-Tuning LLMs for Executable Python Visualization Code Generation
Large language models (LLMs) often struggle with visualization tasks like plotting diagrams, charts, where success depends on both code correctness and visual semantics. Existing instruction-tuning datasets lack execution-grounded supervision and offer limited support for iterative code correction, resulting in fragile and unreliable plot generation. We present VisCode-200K, a large-scale instruction tuning dataset for Python-based visualization and self-correction. It contains over 200K examples from two sources: (1) validated plotting code from open-source repositories, paired with natural language instructions and rendered plots; and (2) 45K multi-turn correction dialogues from Code-Feedback, enabling models to revise faulty code using runtime feedback. We fine-tune Qwen2.5-Coder-Instruct on VisCode-200K to create VisCoder, and evaluate it on PandasPlotBench. VisCoder significantly outperforms strong open-source baselines and approaches the performance of proprietary models like GPT-4o-mini. We further adopt a self-debug evaluation protocol to assess iterative repair, demonstrating the benefits of feedback-driven learning for executable, visually accurate code generation.
RenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination
We present RenderFormer, a neural rendering pipeline that directly renders an image from a triangle-based representation of a scene with full global illumination effects and that does not require per-scene training or fine-tuning. Instead of taking a physics-centric approach to rendering, we formulate rendering as a sequence-to-sequence transformation where a sequence of tokens representing triangles with reflectance properties is converted to a sequence of output tokens representing small patches of pixels. RenderFormer follows a two stage pipeline: a view-independent stage that models triangle-to-triangle light transport, and a view-dependent stage that transforms a token representing a bundle of rays to the corresponding pixel values guided by the triangle-sequence from the view-independent stage. Both stages are based on the transformer architecture and are learned with minimal prior constraints. We demonstrate and evaluate RenderFormer on scenes with varying complexity in shape and light transport.
NeRD: Neural Reflectance Decomposition from Image Collections
Decomposing a scene into its shape, reflectance, and illumination is a challenging but important problem in computer vision and graphics. This problem is inherently more challenging when the illumination is not a single light source under laboratory conditions but is instead an unconstrained environmental illumination. Though recent work has shown that implicit representations can be used to model the radiance field of an object, most of these techniques only enable view synthesis and not relighting. Additionally, evaluating these radiance fields is resource and time-intensive. We propose a neural reflectance decomposition (NeRD) technique that uses physically-based rendering to decompose the scene into spatially varying BRDF material properties. In contrast to existing techniques, our input images can be captured under different illumination conditions. In addition, we also propose techniques to convert the learned reflectance volume into a relightable textured mesh enabling fast real-time rendering with novel illuminations. We demonstrate the potential of the proposed approach with experiments on both synthetic and real datasets, where we are able to obtain high-quality relightable 3D assets from image collections. The datasets and code is available on the project page: https://markboss.me/publication/2021-nerd/
PERC: Plan-As-Query Example Retrieval for Underrepresented Code Generation
Code generation with large language models has shown significant promise, especially when employing retrieval-augmented generation (RAG) with few-shot examples. However, selecting effective examples that enhance generation quality remains a challenging task, particularly when the target programming language (PL) is underrepresented. In this study, we present two key findings: (1) retrieving examples whose presented algorithmic plans can be referenced for generating the desired behavior significantly improves generation accuracy, and (2) converting code into pseudocode effectively captures such algorithmic plans, enhancing retrieval quality even when the source and the target PLs are different. Based on these findings, we propose Plan-as-query Example Retrieval for few-shot prompting in Code generation (PERC), a novel framework that utilizes algorithmic plans to identify and retrieve effective examples. We validate the effectiveness of PERC through extensive experiments on the CodeContests, HumanEval and MultiPL-E benchmarks: PERC consistently outperforms the state-of-the-art RAG methods in code generation, both when the source and target programming languages match or differ, highlighting its adaptability and robustness in diverse coding environments.
Specifying Object Attributes and Relations in Interactive Scene Generation
We introduce a method for the generation of images from an input scene graph. The method separates between a layout embedding and an appearance embedding. The dual embedding leads to generated images that better match the scene graph, have higher visual quality, and support more complex scene graphs. In addition, the embedding scheme supports multiple and diverse output images per scene graph, which can be further controlled by the user. We demonstrate two modes of per-object control: (i) importing elements from other images, and (ii) navigation in the object space, by selecting an appearance archetype. Our code is publicly available at https://www.github.com/ashual/scene_generation
Learning a Room with the Occ-SDF Hybrid: Signed Distance Function Mingled with Occupancy Aids Scene Representation
Implicit neural rendering, which uses signed distance function (SDF) representation with geometric priors (such as depth or surface normal), has led to impressive progress in the surface reconstruction of large-scale scenes. However, applying this method to reconstruct a room-level scene from images may miss structures in low-intensity areas or small and thin objects. We conducted experiments on three datasets to identify limitations of the original color rendering loss and priors-embedded SDF scene representation. We found that the color rendering loss results in optimization bias against low-intensity areas, causing gradient vanishing and leaving these areas unoptimized. To address this issue, we propose a feature-based color rendering loss that utilizes non-zero feature values to bring back optimization signals. Additionally, the SDF representation can be influenced by objects along a ray path, disrupting the monotonic change of SDF values when a single object is present. To counteract this, we explore using the occupancy representation, which encodes each point separately and is unaffected by objects along a querying ray. Our experimental results demonstrate that the joint forces of the feature-based rendering loss and Occ-SDF hybrid representation scheme can provide high-quality reconstruction results, especially in challenging room-level scenarios. The code would be released.
ReCode: Robustness Evaluation of Code Generation Models
Code generation models have achieved impressive performance. However, they tend to be brittle as slight edits to a prompt could lead to very different generations; these robustness properties, critical for user experience when deployed in real-life applications, are not well understood. Most existing works on robustness in text or code tasks have focused on classification, while robustness in generation tasks is an uncharted area and to date there is no comprehensive benchmark for robustness in code generation. In this paper, we propose ReCode, a comprehensive robustness evaluation benchmark for code generation models. We customize over 30 transformations specifically for code on docstrings, function and variable names, code syntax, and code format. They are carefully designed to be natural in real-life coding practice, preserve the original semantic meaning, and thus provide multifaceted assessments of a model's robustness performance. With human annotators, we verified that over 90% of the perturbed prompts do not alter the semantic meaning of the original prompt. In addition, we define robustness metrics for code generation models considering the worst-case behavior under each type of perturbation, taking advantage of the fact that executing the generated code can serve as objective evaluation. We demonstrate ReCode on SOTA models using HumanEval, MBPP, as well as function completion tasks derived from them. Interesting observations include: better robustness for CodeGen over InCoder and GPT-J; models are most sensitive to syntax perturbations; more challenging robustness evaluation on MBPP over HumanEval.
Code Summarization Beyond Function Level
Code summarization is a critical task in natural language processing and software engineering, which aims to generate concise descriptions of source code. Recent advancements have improved the quality of these summaries, enhancing code readability and maintainability. However, the content of a repository or a class has not been considered in function code summarization. This study investigated the effectiveness of code summarization models beyond the function level, exploring the impact of class and repository contexts on the summary quality. The study involved revising benchmarks for evaluating models at class and repository levels, assessing baseline models, and evaluating LLMs with in-context learning to determine the enhancement of summary quality with additional context. The findings revealed that the fine-tuned state-of-the-art CodeT5+ base model excelled in code summarization, while incorporating few-shot learning and retrieved code chunks from RAG significantly enhanced the performance of LLMs in this task. Notably, the Deepseek Coder 1.3B and Starcoder2 15B models demonstrated substantial improvements in metrics such as BLEURT, METEOR, and BLEU-4 at both class and repository levels. Repository-level summarization exhibited promising potential but necessitates significant computational resources and gains from the inclusion of structured context. Lastly, we employed the recent SIDE code summarization metric in our evaluation. This study contributes to refining strategies for prompt engineering, few-shot learning, and RAG, addressing gaps in benchmarks for code summarization at various levels. Finally, we publish all study details, code, datasets, and results of evaluation in the GitHub repository available at https://github.com/kilimanj4r0/code-summarization-beyond-function-level.
SkCoder: A Sketch-based Approach for Automatic Code Generation
Recently, deep learning techniques have shown great success in automatic code generation. Inspired by the code reuse, some researchers propose copy-based approaches that can copy the content from similar code snippets to obtain better performance. Practically, human developers recognize the content in the similar code that is relevant to their needs, which can be viewed as a code sketch. The sketch is further edited to the desired code. However, existing copy-based approaches ignore the code sketches and tend to repeat the similar code without necessary modifications, which leads to generating wrong results. In this paper, we propose a sketch-based code generation approach named SkCoder to mimic developers' code reuse behavior. Given a natural language requirement, SkCoder retrieves a similar code snippet, extracts relevant parts as a code sketch, and edits the sketch into the desired code. Our motivations are that the extracted sketch provides a well-formed pattern for telling models "how to write". The post-editing further adds requirement-specific details to the sketch and outputs the complete code. We conduct experiments on two public datasets and a new dataset collected by this work. We compare our approach to 20 baselines using 5 widely used metrics. Experimental results show that (1) SkCoder can generate more correct programs, and outperforms the state-of-the-art - CodeT5-base by 30.30%, 35.39%, and 29.62% on three datasets. (2) Our approach is effective to multiple code generation models and improves them by up to 120.1% in Pass@1. (3) We investigate three plausible code sketches and discuss the importance of sketches. (4) We manually evaluate the generated code and prove the superiority of our SkCoder in three aspects.
Effi-Code: Unleashing Code Efficiency in Language Models
As the use of large language models (LLMs) for code generation becomes more prevalent in software development, it is critical to enhance both the efficiency and correctness of the generated code. Existing methods and models primarily focus on the correctness of LLM-generated code, ignoring efficiency. In this work, we present Effi-Code, an approach to enhancing code generation in LLMs that can improve both efficiency and correctness. We introduce a Self-Optimization process based on Overhead Profiling that leverages open-source LLMs to generate a high-quality dataset of correct and efficient code samples. This dataset is then used to fine-tune various LLMs. Our method involves the iterative refinement of generated code, guided by runtime performance metrics and correctness checks. Extensive experiments demonstrate that models fine-tuned on the Effi-Code show significant improvements in both code correctness and efficiency across task types. For example, the pass@1 of DeepSeek-Coder-6.7B-Instruct generated code increases from 43.3\% to 76.8\%, and the average execution time for the same correct tasks decreases by 30.5\%. Effi-Code offers a scalable and generalizable approach to improving code generation in AI systems, with potential applications in software development, algorithm design, and computational problem-solving. The source code of Effi-Code was released in https://github.com/huangd1999/Effi-Code.
DreamStruct: Understanding Slides and User Interfaces via Synthetic Data Generation
Enabling machines to understand structured visuals like slides and user interfaces is essential for making them accessible to people with disabilities. However, achieving such understanding computationally has required manual data collection and annotation, which is time-consuming and labor-intensive. To overcome this challenge, we present a method to generate synthetic, structured visuals with target labels using code generation. Our method allows people to create datasets with built-in labels and train models with a small number of human-annotated examples. We demonstrate performance improvements in three tasks for understanding slides and UIs: recognizing visual elements, describing visual content, and classifying visual content types.
InterCode: Standardizing and Benchmarking Interactive Coding with Execution Feedback
Humans write code in a fundamentally interactive manner and rely on constant execution feedback to correct errors, resolve ambiguities, and decompose tasks. While LLMs have recently exhibited promising coding capabilities, current coding benchmarks mostly consider a static instruction-to-code sequence transduction process, which has the potential for error propagation and a disconnect between the generated code and its final execution environment. To address this gap, we introduce InterCode, a lightweight, flexible, and easy-to-use framework of interactive coding as a standard reinforcement learning (RL) environment, with code as actions and execution feedback as observations. Our framework is language and platform agnostic, uses self-contained Docker environments to provide safe and reproducible execution, and is compatible out-of-the-box with traditional seq2seq coding methods, while enabling the development of new methods for interactive code generation. We use InterCode to create two interactive code environments with Bash and SQL as action spaces, leveraging data from the static Spider and NL2Bash datasets. We demonstrate InterCode's viability as a testbed by evaluating multiple state-of-the-art LLMs configured with different prompting strategies such as ReAct and Plan & Solve. Our results showcase the benefits of interactive code generation and demonstrate that InterCode can serve as a challenging benchmark for advancing code understanding and generation capabilities. InterCode is designed to be easily extensible and can even be used to incorporate new tasks such as Capture the Flag, a popular coding puzzle that is inherently multi-step and involves multiple programming languages. Project site with code and data: https://intercode-benchmark.github.io
Constrained Graphic Layout Generation via Latent Optimization
It is common in graphic design humans visually arrange various elements according to their design intent and semantics. For example, a title text almost always appears on top of other elements in a document. In this work, we generate graphic layouts that can flexibly incorporate such design semantics, either specified implicitly or explicitly by a user. We optimize using the latent space of an off-the-shelf layout generation model, allowing our approach to be complementary to and used with existing layout generation models. Our approach builds on a generative layout model based on a Transformer architecture, and formulates the layout generation as a constrained optimization problem where design constraints are used for element alignment, overlap avoidance, or any other user-specified relationship. We show in the experiments that our approach is capable of generating realistic layouts in both constrained and unconstrained generation tasks with a single model. The code is available at https://github.com/ktrk115/const_layout .
MPCODER: Multi-user Personalized Code Generator with Explicit and Implicit Style Representation Learning
Large Language Models (LLMs) have demonstrated great potential for assisting developers in their daily development. However, most research focuses on generating correct code, how to use LLMs to generate personalized code has seldom been investigated. To bridge this gap, we proposed MPCoder (Multi-user Personalized Code Generator) to generate personalized code for multiple users. To better learn coding style features, we utilize explicit coding style residual learning to capture the syntax code style standards and implicit style learning to capture the semantic code style conventions. We train a multi-user style adapter to better differentiate the implicit feature representations of different users through contrastive learning, ultimately enabling personalized code generation for multiple users. We further propose a novel evaluation metric for estimating similarities between codes of different coding styles. The experimental results show the effectiveness of our approach for this novel task.
SuperCoder2.0: Technical Report on Exploring the feasibility of LLMs as Autonomous Programmer
We present SuperCoder2.0, an advanced autonomous system designed to enhance software development through artificial intelligence. The system combines an AI-native development approach with intelligent agents to enable fully autonomous coding. Key focus areas include a retry mechanism with error output traceback, comprehensive code rewriting and replacement using Abstract Syntax Tree (ast) parsing to minimize linting issues, code embedding technique for retrieval-augmented generation, and a focus on localizing methods for problem-solving rather than identifying specific line numbers. The methodology employs a three-step hierarchical search space reduction approach for code base navigation and bug localization:utilizing Retrieval Augmented Generation (RAG) and a Repository File Level Map to identify candidate files, (2) narrowing down to the most relevant files using a File Level Schematic Map, and (3) extracting 'relevant locations' within these files. Code editing is performed through a two-part module comprising CodeGeneration and CodeEditing, which generates multiple solutions at different temperature values and replaces entire methods or classes to maintain code integrity. A feedback loop executes repository-level test cases to validate and refine solutions. Experiments conducted on the SWE-bench Lite dataset demonstrate SuperCoder2.0's effectiveness, achieving correct file localization in 84.33% of cases within the top 5 candidates and successfully resolving 34% of test instances. This performance places SuperCoder2.0 fourth globally on the SWE-bench leaderboard. The system's ability to handle diverse repositories and problem types highlights its potential as a versatile tool for autonomous software development. Future work will focus on refining the code editing process and exploring advanced embedding models for improved natural language to code mapping.
MapCoder: Multi-Agent Code Generation for Competitive Problem Solving
Code synthesis, which requires a deep understanding of complex natural language problem descriptions, generation of code instructions for complex algorithms and data structures, and the successful execution of comprehensive unit tests, presents a significant challenge. While large language models (LLMs) demonstrate impressive proficiency in natural language processing, their performance in code generation tasks remains limited. In this paper, we introduce a new approach to code generation tasks leveraging multi-agent prompting that uniquely replicates the full cycle of program synthesis as observed in human developers. Our framework, MapCoder, consists of four LLM agents specifically designed to emulate the stages of this cycle: recalling relevant examples, planning, code generation, and debugging. After conducting thorough experiments, with multiple LLM ablations and analyses across eight challenging competitive problem-solving and program synthesis benchmarks, MapCoder showcases remarkable code generation capabilities, achieving new state-of-the-art results (pass@1) on HumanEval (93.9%), MBPP (83.1%), APPS (22.0%), CodeContests (28.5%), and xCodeEval (45.3%). Moreover, our method consistently delivers superior performance across various programming languages and varying problem difficulties. We open-source our framework at https://github.com/Md-Ashraful-Pramanik/MapCoder.
CodeScope: An Execution-based Multilingual Multitask Multidimensional Benchmark for Evaluating LLMs on Code Understanding and Generation
Large Language Models (LLMs) have demonstrated remarkable performance on coding related tasks, particularly on assisting humans in programming and facilitating programming automation. However, existing benchmarks for evaluating the code understanding and generation capacities of LLMs suffer from severe limitations. First, most benchmarks are deficient as they focus on a narrow range of popular programming languages and specific tasks, whereas the real-world software development scenarios show dire need to implement systems with multilingual programming environments to satisfy diverse requirements. Practical programming practices also strongly expect multi-task settings for testing coding capabilities of LLMs comprehensively and robustly. Second, most benchmarks also fail to consider the actual executability and the consistency of execution results of the generated code. To bridge these gaps between existing benchmarks and expectations from practical applications, we introduce CodeScope, an execution-based, multilingual, multi-task, multi-dimensional evaluation benchmark for comprehensively gauging LLM capabilities on coding tasks. CodeScope covers 43 programming languages and 8 coding tasks. It evaluates the coding performance of LLMs from three dimensions (perspectives): difficulty, efficiency, and length. To facilitate execution-based evaluations of code generation, we develop MultiCodeEngine, an automated code execution engine that supports 14 programming languages. Finally, we systematically evaluate and analyze 8 mainstream LLMs on CodeScope tasks and demonstrate the superior breadth and challenges of CodeScope for evaluating LLMs on code understanding and generation tasks compared to other benchmarks. The CodeScope benchmark and datasets are publicly available at https://github.com/WeixiangYAN/CodeScope.
Plot2Code: A Comprehensive Benchmark for Evaluating Multi-modal Large Language Models in Code Generation from Scientific Plots
The remarkable progress of Multi-modal Large Language Models (MLLMs) has attracted significant attention due to their superior performance in visual contexts. However, their capabilities in turning visual figure to executable code, have not been evaluated thoroughly. To address this, we introduce Plot2Code, a comprehensive visual coding benchmark designed for a fair and in-depth assessment of MLLMs. We carefully collect 132 manually selected high-quality matplotlib plots across six plot types from publicly available matplotlib galleries. For each plot, we carefully offer its source code, and an descriptive instruction summarized by GPT-4. This approach enables Plot2Code to extensively evaluate MLLMs' code capabilities across various input modalities. Furthermore, we propose three automatic evaluation metrics, including code pass rate, text-match ratio, and GPT-4V overall rating, for a fine-grained assessment of the output code and rendered images. Instead of simply judging pass or fail, we employ GPT-4V to make an overall judgement between the generated and reference images, which has been shown to be consistent with human evaluation. The evaluation results, which include analyses of 14 MLLMs such as the proprietary GPT-4V, Gemini-Pro, and the open-sourced Mini-Gemini, highlight the substantial challenges presented by Plot2Code. With Plot2Code, we reveal that most existing MLLMs struggle with visual coding for text-dense plots, heavily relying on textual instruction. We hope that the evaluation results from Plot2Code on visual coding will guide the future development of MLLMs. All data involved with Plot2Code are available at https://huggingface.co/datasets/TencentARC/Plot2Code.
Unlocking the conversion of Web Screenshots into HTML Code with the WebSight Dataset
Using vision-language models (VLMs) in web development presents a promising strategy to increase efficiency and unblock no-code solutions: by providing a screenshot or a sketch of a UI, a VLM could generate the code to reproduce it, for instance in a language like HTML. Despite the advancements in VLMs for various tasks, the specific challenge of converting a screenshot into a corresponding HTML has been minimally explored. We posit that this is mainly due to the absence of a suitable, high-quality dataset. This work introduces WebSight, a synthetic dataset consisting of 2 million pairs of HTML codes and their corresponding screenshots. We fine-tune a foundational VLM on our dataset and show proficiency in converting webpage screenshots to functional HTML code. To accelerate the research in this area, we open-source WebSight.
AlchemistCoder: Harmonizing and Eliciting Code Capability by Hindsight Tuning on Multi-source Data
Open-source Large Language Models (LLMs) and their specialized variants, particularly Code LLMs, have recently delivered impressive performance. However, previous Code LLMs are typically fine-tuned on single-source data with limited quality and diversity, which may insufficiently elicit the potential of pre-trained Code LLMs. In this paper, we present AlchemistCoder, a series of Code LLMs with enhanced code generation and generalization capabilities fine-tuned on multi-source data. To achieve this, we pioneer to unveil inherent conflicts among the various styles and qualities in multi-source code corpora and introduce data-specific prompts with hindsight relabeling, termed AlchemistPrompts, to harmonize different data sources and instruction-response pairs. Additionally, we propose incorporating the data construction process into the fine-tuning data as code comprehension tasks, including instruction evolution, data filtering, and code review. Extensive experiments demonstrate that AlchemistCoder holds a clear lead among all models of the same size (6.7B/7B) and rivals or even surpasses larger models (15B/33B/70B), showcasing the efficacy of our method in refining instruction-following capabilities and advancing the boundaries of code intelligence.
Searching by Code: a New SearchBySnippet Dataset and SnippeR Retrieval Model for Searching by Code Snippets
Code search is an important task that has seen many developments in recent years. However, previous attempts have mostly considered the problem of searching for code by a text query. We argue that using a code snippet (and possibly an associated traceback) as a query and looking for answers with bugfixing instructions and code samples is a natural use case that is not covered by existing approaches. Moreover, existing datasets use comments extracted from code rather than full-text descriptions as text, making them unsuitable for this use case. We present a new SearchBySnippet dataset implementing the search-by-code use case based on StackOverflow data; it turns out that in this setting, existing architectures fall short of the simplest BM25 baseline even after fine-tuning. We present a new single encoder model SnippeR that outperforms several strong baselines on the SearchBySnippet dataset with a result of 0.451 Recall@10; we propose the SearchBySnippet dataset and SnippeR as a new important benchmark for code search evaluation.
BIKED++: A Multimodal Dataset of 1.4 Million Bicycle Image and Parametric CAD Designs
This paper introduces a public dataset of 1.4 million procedurally-generated bicycle designs represented parametrically, as JSON files, and as rasterized images. The dataset is created through the use of a rendering engine which harnesses the BikeCAD software to generate vector graphics from parametric designs. This rendering engine is discussed in the paper and also released publicly alongside the dataset. Though this dataset has numerous applications, a principal motivation is the need to train cross-modal predictive models between parametric and image-based design representations. For example, we demonstrate that a predictive model can be trained to accurately estimate Contrastive Language-Image Pretraining (CLIP) embeddings from a parametric representation directly. This allows similarity relations to be established between parametric bicycle designs and text strings or reference images. Trained predictive models are also made public. The dataset joins the BIKED dataset family which includes thousands of mixed-representation human-designed bicycle models and several datasets quantifying design performance. The code and dataset can be found at: https://github.com/Lyleregenwetter/BIKED_multimodal/tree/main
WizardCoder: Empowering Code Large Language Models with Evol-Instruct
Code Large Language Models (Code LLMs), such as StarCoder, have demonstrated exceptional performance in code-related tasks. However, most existing models are solely pre-trained on extensive raw code data without instruction fine-tuning. In this paper, we introduce WizardCoder, which empowers Code LLMs with complex instruction fine-tuning, by adapting the Evol-Instruct method to the domain of code. Through comprehensive experiments on four prominent code generation benchmarks, namely HumanEval, HumanEval+, MBPP, and DS-1000, we unveil the exceptional capabilities of our model. It surpasses all other open-source Code LLMs by a substantial margin. Moreover, our model even outperforms the largest closed LLMs, Anthropic's Claude and Google's Bard, on HumanEval and HumanEval+. Our code, model weights, and data are public at https://github.com/nlpxucan/WizardLM
CodeReviewQA: The Code Review Comprehension Assessment for Large Language Models
State-of-the-art large language models (LLMs) have demonstrated impressive code generation capabilities but struggle with real-world software engineering tasks, such as revising source code to address code reviews, hindering their practical use. Code review comments are often implicit, ambiguous, and colloquial, requiring models to grasp both code and human intent. This challenge calls for evaluating large language models' ability to bridge both technical and conversational contexts. While existing work has employed the automated code refinement (ACR) task to resolve these comments, current evaluation methods fall short, relying on text matching metrics that provide limited insight into model failures and remain susceptible to training data contamination. To address these limitations, we introduce a novel evaluation benchmark, CodeReviewQA that enables us to conduct fine-grained assessment of model capabilities and mitigate data contamination risks. In CodeReviewQA, we decompose the generation task of code refinement into three essential reasoning steps: change type recognition (CTR), change localisation (CL), and solution identification (SI). Each step is reformulated as multiple-choice questions with varied difficulty levels, enabling precise assessment of model capabilities, while mitigating data contamination risks. Our comprehensive evaluation spans 72 recently released large language models on 900 manually curated, high-quality examples across nine programming languages. Our results show that CodeReviewQA is able to expose specific model weaknesses in code review comprehension, disentangled from their generative automated code refinement results.
PaintScene4D: Consistent 4D Scene Generation from Text Prompts
Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/
GarmentCodeData: A Dataset of 3D Made-to-Measure Garments With Sewing Patterns
Recent research interest in the learning-based processing of garments, from virtual fitting to generation and reconstruction, stumbles on a scarcity of high-quality public data in the domain. We contribute to resolving this need by presenting the first large-scale synthetic dataset of 3D made-to-measure garments with sewing patterns, as well as its generation pipeline. GarmentCodeData contains 115,000 data points that cover a variety of designs in many common garment categories: tops, shirts, dresses, jumpsuits, skirts, pants, etc., fitted to a variety of body shapes sampled from a custom statistical body model based on CAESAR, as well as a standard reference body shape, applying three different textile materials. To enable the creation of datasets of such complexity, we introduce a set of algorithms for automatically taking tailor's measures on sampled body shapes, sampling strategies for sewing pattern design, and propose an automatic, open-source 3D garment draping pipeline based on a fast XPBD simulator, while contributing several solutions for collision resolution and drape correctness to enable scalability. Project Page: https://igl.ethz.ch/projects/GarmentCodeData/
ENVIDR: Implicit Differentiable Renderer with Neural Environment Lighting
Recent advances in neural rendering have shown great potential for reconstructing scenes from multiview images. However, accurately representing objects with glossy surfaces remains a challenge for existing methods. In this work, we introduce ENVIDR, a rendering and modeling framework for high-quality rendering and reconstruction of surfaces with challenging specular reflections. To achieve this, we first propose a novel neural renderer with decomposed rendering components to learn the interaction between surface and environment lighting. This renderer is trained using existing physically based renderers and is decoupled from actual scene representations. We then propose an SDF-based neural surface model that leverages this learned neural renderer to represent general scenes. Our model additionally synthesizes indirect illuminations caused by inter-reflections from shiny surfaces by marching surface-reflected rays. We demonstrate that our method outperforms state-of-art methods on challenging shiny scenes, providing high-quality rendering of specular reflections while also enabling material editing and scene relighting.
Design2Code: How Far Are We From Automating Front-End Engineering?
Generative AI has made rapid advancements in recent years, achieving unprecedented capabilities in multimodal understanding and code generation. This can enable a new paradigm of front-end development, in which multimodal LLMs might directly convert visual designs into code implementations. In this work, we formalize this as a Design2Code task and conduct comprehensive benchmarking. Specifically, we manually curate a benchmark of 484 diverse real-world webpages as test cases and develop a set of automatic evaluation metrics to assess how well current multimodal LLMs can generate the code implementations that directly render into the given reference webpages, given the screenshots as input. We also complement automatic metrics with comprehensive human evaluations. We develop a suite of multimodal prompting methods and show their effectiveness on GPT-4V and Gemini Pro Vision. We further finetune an open-source Design2Code-18B model that successfully matches the performance of Gemini Pro Vision. Both human evaluation and automatic metrics show that GPT-4V performs the best on this task compared to other models. Moreover, annotators think GPT-4V generated webpages can replace the original reference webpages in 49% of cases in terms of visual appearance and content; and perhaps surprisingly, in 64% of cases GPT-4V generated webpages are considered better than the original reference webpages. Our fine-grained break-down metrics indicate that open-source models mostly lag in recalling visual elements from the input webpages and in generating correct layout designs, while aspects like text content and coloring can be drastically improved with proper finetuning.
ReflectionCoder: Learning from Reflection Sequence for Enhanced One-off Code Generation
Code generation plays a crucial role in various tasks, such as code auto-completion and mathematical reasoning. Previous work has proposed numerous methods to enhance code generation performance, including integrating feedback from the compiler. Inspired by this, we present ReflectionCoder, a novel approach that effectively leverages reflection sequences constructed by integrating compiler feedback to improve one-off code generation performance. Furthermore, we propose reflection self-distillation and dynamically masked distillation to effectively utilize these reflection sequences. Extensive experiments on three benchmarks, i.e., HumanEval (+), MBPP (+), and MultiPl-E, demonstrate that models fine-tuned with our method achieve state-of-the-art performance. Notably, ReflectionCoder-DeepSeek-Coder-33B reaches pass@1 of 82.9 (76.8) on HumanEval (+) and 84.1 (72.0) on MBPP (+), on par with GPT-3.5-Turbo and Claude-3-opus, and surpasses early GPT-4. Beyond the code domain, we believe this approach can benefit other domains that focus on final results and require long reasoning paths. Code and data are available at https://github.com/SenseLLM/ReflectionCoder.
Grammar-Based Code Representation: Is It a Worthy Pursuit for LLMs?
Grammar serves as a cornerstone in programming languages and software engineering, providing frameworks to define the syntactic space and program structure. Existing research demonstrates the effectiveness of grammar-based code representations in small-scale models, showing their ability to reduce syntax errors and enhance performance. However, as language models scale to the billion level or beyond, syntax-level errors become rare, making it unclear whether grammar information still provides performance benefits. To explore this, we develop a series of billion-scale GrammarCoder models, incorporating grammar rules in the code generation process. Experiments on HumanEval (+) and MBPP (+) demonstrate a notable improvement in code generation accuracy. Further analysis shows that grammar-based representations enhance LLMs' ability to discern subtle code differences, reducing semantic errors caused by minor variations. These findings suggest that grammar-based code representations remain valuable even in billion-scale models, not only by maintaining syntax correctness but also by improving semantic differentiation.
Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation
Automatic 3D content creation has achieved rapid progress recently due to the availability of pre-trained, large language models and image diffusion models, forming the emerging topic of text-to-3D content creation. Existing text-to-3D methods commonly use implicit scene representations, which couple the geometry and appearance via volume rendering and are suboptimal in terms of recovering finer geometries and achieving photorealistic rendering; consequently, they are less effective for generating high-quality 3D assets. In this work, we propose a new method of Fantasia3D for high-quality text-to-3D content creation. Key to Fantasia3D is the disentangled modeling and learning of geometry and appearance. For geometry learning, we rely on a hybrid scene representation, and propose to encode surface normal extracted from the representation as the input of the image diffusion model. For appearance modeling, we introduce the spatially varying bidirectional reflectance distribution function (BRDF) into the text-to-3D task, and learn the surface material for photorealistic rendering of the generated surface. Our disentangled framework is more compatible with popular graphics engines, supporting relighting, editing, and physical simulation of the generated 3D assets. We conduct thorough experiments that show the advantages of our method over existing ones under different text-to-3D task settings. Project page and source codes: https://fantasia3d.github.io/.
An Empirical Study of Retrieval-Augmented Code Generation: Challenges and Opportunities
Code generation aims to automatically generate code snippets of specific programming language according to natural language descriptions. The continuous advancements in deep learning, particularly pre-trained models, have empowered the code generation task to achieve remarkable performance. One main challenge of pre-trained models for code generation is the semantic gap between natural language requirements and source code. To address the issue, prior studies typically adopt a retrieval-augmented framework for the task, where the similar code snippets collected by a retrieval process can be leveraged to help understand the requirements and provide guidance for the generation process. However, there is a lack of systematic study on the application of this framework for code generation, including the impact of the final generated results and the specific usage of the framework. In this paper, we choose three popular pre-trained code models, namely CodeGen, UniXcoder, and CodeT5, to assess the impact of the quality and utilization of retrieved code on the retrieval-augmented framework. Our analysis shows that the retrieval-augmented framework is beneficial for improving the performance of the existing pre-trained models. We also provide suggestions on the utilization of the retrieval-augmented code generation framework: BM25 and Sequential Integration Fusion are recommended due to their convenience and superior performance. Sketch Filling Fusion, which extracts a sketch of relevant code, could help the model improve its performance further. Additionally, we conduct experiments to investigate the influence of the retrieval-augmented framework on large language models for code generation, showing the effectiveness of the framework, and we discuss the trade-off between performance improvement and computational costs in each phase within the framework.
JuICe: A Large Scale Distantly Supervised Dataset for Open Domain Context-based Code Generation
Interactive programming with interleaved code snippet cells and natural language markdown is recently gaining popularity in the form of Jupyter notebooks, which accelerate prototyping and collaboration. To study code generation conditioned on a long context history, we present JuICe, a corpus of 1.5 million examples with a curated test set of 3.7K instances based on online programming assignments. Compared with existing contextual code generation datasets, JuICe provides refined human-curated data, open-domain code, and an order of magnitude more training data. Using JuICe, we train models for two tasks: (1) generation of the API call sequence in a code cell, and (2) full code cell generation, both conditioned on the NL-Code history up to a particular code cell. Experiments using current baseline code generation models show that both context and distant supervision aid in generation, and that the dataset is challenging for current systems.
CodeS: Natural Language to Code Repository via Multi-Layer Sketch
The impressive performance of large language models (LLMs) on code-related tasks has shown the potential of fully automated software development. In light of this, we introduce a new software engineering task, namely Natural Language to code Repository (NL2Repo). This task aims to generate an entire code repository from its natural language requirements. To address this task, we propose a simple yet effective framework CodeS, which decomposes NL2Repo into multiple sub-tasks by a multi-layer sketch. Specifically, CodeS includes three modules: RepoSketcher, FileSketcher, and SketchFiller. RepoSketcher first generates a repository's directory structure for given requirements; FileSketcher then generates a file sketch for each file in the generated structure; SketchFiller finally fills in the details for each function in the generated file sketch. To rigorously assess CodeS on the NL2Repo task, we carry out evaluations through both automated benchmarking and manual feedback analysis. For benchmark-based evaluation, we craft a repository-oriented benchmark, SketchEval, and design an evaluation metric, SketchBLEU. For feedback-based evaluation, we develop a VSCode plugin for CodeS and engage 30 participants in conducting empirical studies. Extensive experiments prove the effectiveness and practicality of CodeS on the NL2Repo task.
Garment Animation NeRF with Color Editing
Generating high-fidelity garment animations through traditional workflows, from modeling to rendering, is both tedious and expensive. These workflows often require repetitive steps in response to updates in character motion, rendering viewpoint changes, or appearance edits. Although recent neural rendering offers an efficient solution for computationally intensive processes, it struggles with rendering complex garment animations containing fine wrinkle details and realistic garment-and-body occlusions, while maintaining structural consistency across frames and dense view rendering. In this paper, we propose a novel approach to directly synthesize garment animations from body motion sequences without the need for an explicit garment proxy. Our approach infers garment dynamic features from body motion, providing a preliminary overview of garment structure. Simultaneously, we capture detailed features from synthesized reference images of the garment's front and back, generated by a pre-trained image model. These features are then used to construct a neural radiance field that renders the garment animation video. Additionally, our technique enables garment recoloring by decomposing its visual elements. We demonstrate the generalizability of our method across unseen body motions and camera views, ensuring detailed structural consistency. Furthermore, we showcase its applicability to color editing on both real and synthetic garment data. Compared to existing neural rendering techniques, our method exhibits qualitative and quantitative improvements in garment dynamics and wrinkle detail modeling. Code is available at https://github.com/wrk226/GarmentAnimationNeRF.
Assessing the Answerability of Queries in Retrieval-Augmented Code Generation
Thanks to unprecedented language understanding and generation capabilities of large language model (LLM), Retrieval-augmented Code Generation (RaCG) has recently been widely utilized among software developers. While this has increased productivity, there are still frequent instances of incorrect codes being provided. In particular, there are cases where plausible yet incorrect codes are generated for queries from users that cannot be answered with the given queries and API descriptions. This study proposes a task for evaluating answerability, which assesses whether valid answers can be generated based on users' queries and retrieved APIs in RaCG. Additionally, we build a benchmark dataset called Retrieval-augmented Code Generability Evaluation (RaCGEval) to evaluate the performance of models performing this task. Experimental results show that this task remains at a very challenging level, with baseline models exhibiting a low performance of 46.7%. Furthermore, this study discusses methods that could significantly improve performance.
Can ChatGPT replace StackOverflow? A Study on Robustness and Reliability of Large Language Model Code Generation
Recently, the large language models (LLMs) have shown extraordinary ability in understanding natural language and generating programming code. It has been a common practice of software engineers to consult LLMs when encountering coding questions. Although efforts have been made to avoid syntax errors and align the code with the intended semantics, the reliability and robustness of the code generationfrom LLMs have not yet been thoroughly studied. The executable code is not equivalent to the reliable and robust code, especially in the context of real-world software development. The misuse of APIs in the generated code could lead to severe problem, such as resource leaks, program crashes. To make things worse, the users of LLM code generation services are actually the developers that are most vulnerable to these code that seems right -- They are always novice developers that are not familiar with the APIs that LLMs generate code for them. Therefore, they could hardly tell the misuse in the code generated by LLMs, which further facilitates the incorrect code applied in real-world software. Existing code evaluation benchmark and datasets focus on crafting small tasks such as programming questions in coding interviews, which however deviates from the problem that developers would ask LLM for real-world coding help. To fill the missing piece, in this work, we propose a dataset RobustAPI for evaluating the reliability and robustness of code generated by LLMs. We collect 1208 coding questions from StackOverflow on 24 representative Java APIs. We summarize thecommon misuse patterns of these APIs and evaluate them oncurrent popular LLMs. The evaluation results show that evenfor GPT-4, 62% of the generated code contains API misuses,which would cause unexpected consequences if the code isintroduced into real-world software.
3D Highlighter: Localizing Regions on 3D Shapes via Text Descriptions
We present 3D Highlighter, a technique for localizing semantic regions on a mesh using text as input. A key feature of our system is the ability to interpret "out-of-domain" localizations. Our system demonstrates the ability to reason about where to place non-obviously related concepts on an input 3D shape, such as adding clothing to a bare 3D animal model. Our method contextualizes the text description using a neural field and colors the corresponding region of the shape using a probability-weighted blend. Our neural optimization is guided by a pre-trained CLIP encoder, which bypasses the need for any 3D datasets or 3D annotations. Thus, 3D Highlighter is highly flexible, general, and capable of producing localizations on a myriad of input shapes. Our code is publicly available at https://github.com/threedle/3DHighlighter.
CodeHalu: Code Hallucinations in LLMs Driven by Execution-based Verification
Large Language Models (LLMs) have made significant advancements in the field of code generation, offering unprecedented support for automated programming and assisting developers. However, LLMs sometimes generate code that appears plausible but fails to meet the expected requirements or executes incorrectly. This phenomenon of hallucinations in the coding field has not been explored. To advance the community's understanding and research on code hallucinations in LLMs, we propose a definition method for these hallucinations based on execution verification and introduce the concept of code hallucinations for the first time. We categorize code hallucinations into four main types: mapping, naming, resource, and logic hallucinations, each further divided into different subcategories to better understand and address the unique challenges faced by LLMs during code generation. To systematically evaluate code hallucinations, we propose a dynamic detection algorithm for code hallucinations and construct the CodeHalu benchmark, which includes 8,883 samples from 699 tasks, to actively detect hallucination phenomena in LLMs during programming. We tested 16 popular LLMs on this benchmark to evaluate the frequency and nature of their hallucinations during code generation. The findings reveal significant variations in the accuracy and reliability of LLMs in generating code, highlighting the urgent need to improve models and training methods to ensure the functional correctness and safety of automatically generated code. This study not only classifies and quantifies code hallucinations but also provides insights for future improvements in LLM-based code generation research. The CodeHalu benchmark and code are publicly available at https://github.com/yuchen814/CodeHalu.
Real-Time Neural Rasterization for Large Scenes
We propose a new method for realistic real-time novel-view synthesis (NVS) of large scenes. Existing neural rendering methods generate realistic results, but primarily work for small scale scenes (<50 square meters) and have difficulty at large scale (>10000 square meters). Traditional graphics-based rasterization rendering is fast for large scenes but lacks realism and requires expensive manually created assets. Our approach combines the best of both worlds by taking a moderate-quality scaffold mesh as input and learning a neural texture field and shader to model view-dependant effects to enhance realism, while still using the standard graphics pipeline for real-time rendering. Our method outperforms existing neural rendering methods, providing at least 30x faster rendering with comparable or better realism for large self-driving and drone scenes. Our work is the first to enable real-time rendering of large real-world scenes.
Mapping Language to Code in Programmatic Context
Source code is rarely written in isolation. It depends significantly on the programmatic context, such as the class that the code would reside in. To study this phenomenon, we introduce the task of generating class member functions given English documentation and the programmatic context provided by the rest of the class. This task is challenging because the desired code can vary greatly depending on the functionality the class provides (e.g., a sort function may or may not be available when we are asked to "return the smallest element" in a particular member variable list). We introduce CONCODE, a new large dataset with over 100,000 examples consisting of Java classes from online code repositories, and develop a new encoder-decoder architecture that models the interaction between the method documentation and the class environment. We also present a detailed error analysis suggesting that there is significant room for future work on this task.
Coeditor: Leveraging Contextual Changes for Multi-round Code Auto-editing
Developers often dedicate significant time to maintaining and refactoring existing code. However, most prior work on generative models for code focuses solely on creating new code, overlooking the distinctive needs of editing existing code. In this work, we explore a multi-round code auto-editing setting, aiming to predict edits to a code region based on recent changes within the same codebase. Our model, Coeditor, is a fine-tuned language model specifically designed for code editing tasks. We represent code changes using a line diff format and employ static analysis to form large customized model contexts, ensuring the availability of appropriate information for prediction. We collect a code editing dataset from the commit histories of 1650 open-source Python projects for training and evaluation. In a simplified single-round, single-edit task, Coeditor significantly outperforms GPT-3.5 and SOTA open-source code completion models (bringing exact-match accuracy from 34.7 up to 60.4), demonstrating the benefits of incorporating editing history for code completion. In a multi-round, multi-edit setting, we observe substantial gains by iteratively conditioning on additional user edits. We have open-sourced our code, data, and model weights to encourage future research and have released a VSCode extension powered by our model for interactive IDE usage.
Large Language Models of Code Fail at Completing Code with Potential Bugs
Large language models of code (Code-LLMs) have recently brought tremendous advances to code completion, a fundamental feature of programming assistance and code intelligence. However, most existing works ignore the possible presence of bugs in the code context for generation, which are inevitable in software development. Therefore, we introduce and study the buggy-code completion problem, inspired by the realistic scenario of real-time code suggestion where the code context contains potential bugs -- anti-patterns that can become bugs in the completed program. To systematically study the task, we introduce two datasets: one with synthetic bugs derived from semantics-altering operator changes (buggy-HumanEval) and one with realistic bugs derived from user submissions to coding problems (buggy-FixEval). We find that the presence of potential bugs significantly degrades the generation performance of the high-performing Code-LLMs. For instance, the passing rates of CodeGen-2B-mono on test cases of buggy-HumanEval drop more than 50% given a single potential bug in the context. Finally, we investigate several post-hoc methods for mitigating the adverse effect of potential bugs and find that there remains a large gap in post-mitigation performance.
EffiBench: Benchmarking the Efficiency of Automatically Generated Code
Code generation models have increasingly become integral to aiding software development, offering assistance in tasks such as code completion, debugging, and code translation. Although current research has thoroughly examined the correctness of code produced by code generation models, a vital aspect, i.e., the efficiency of the generated code, has often been neglected. This paper presents EffiBench, a benchmark with 1,000 efficiency-critical coding problems for assessing the efficiency of code generated by code generation models. EffiBench contains a diverse set of LeetCode coding problems. Each problem is paired with an executable human-written canonical solution. With EffiBench, we empirically examine the capability of 21 Large Language Models (13 open-sourced and 8 closed-sourced) in generating efficient code. The results demonstrate that GPT-4-turbo generates the most efficient code, significantly outperforming Palm-2-chat-bison, Claude-instant-1, Gemini-pro, GPT-4, and GPT-3.5. Nevertheless, its code efficiency is still worse than the efficiency of human-written canonical solutions. In particular, the average and worst execution time of GPT-4-turbo generated code is 1.69 and 45.49 times that of the canonical solutions.
World to Code: Multi-modal Data Generation via Self-Instructed Compositional Captioning and Filtering
Recent advances in Vision-Language Models (VLMs) and the scarcity of high-quality multi-modal alignment data have inspired numerous researches on synthetic VLM data generation. The conventional norm in VLM data construction uses a mixture of specialists in caption and OCR, or stronger VLM APIs and expensive human annotation. In this paper, we present World to Code (W2C), a meticulously curated multi-modal data construction pipeline that organizes the final generation output into a Python code format. The pipeline leverages the VLM itself to extract cross-modal information via different prompts and filter the generated outputs again via a consistency filtering strategy. Experiments have demonstrated the high quality of W2C by improving various existing visual question answering and visual grounding benchmarks across different VLMs. Further analysis also demonstrates that the new code parsing ability of VLMs presents better cross-modal equivalence than the commonly used detail caption ability. Our code is available at https://github.com/foundation-multimodal-models/World2Code.
Self-Edit: Fault-Aware Code Editor for Code Generation
Large language models (LLMs) have demonstrated an impressive ability to generate codes on competitive programming tasks. However, with limited sample numbers, LLMs still suffer from poor accuracy. Inspired by the process of human programming, we propose a generate-and-edit approach named Self-Edit that utilizes execution results of the generated code from LLMs to improve the code quality on the competitive programming task. We execute the generated code on the example test case provided in the question and wrap execution results into a supplementary comment. Utilizing this comment as guidance, our fault-aware code editor is employed to correct errors in the generated code. We perform extensive evaluations across two competitive programming datasets with nine different LLMs. Compared to directly generating from LLMs, our approach can improve the average of pass@1 by 89\% on APPS-dev, 31\% on APPS-test, and 48\% on HumanEval over nine popular code generation LLMs with parameter sizes ranging from 110M to 175B. Compared to other post-processing methods, our method demonstrates superior accuracy and efficiency.
CodeRAG-Bench: Can Retrieval Augment Code Generation?
While language models (LMs) have proven remarkably adept at generating code, many programs are challenging for LMs to generate using their parametric knowledge alone. Providing external contexts such as library documentation can facilitate generating accurate and functional code. Despite the success of retrieval-augmented generation (RAG) in various text-oriented tasks, its potential for improving code generation remains under-explored. In this work, we conduct a systematic, large-scale analysis by asking: in what scenarios can retrieval benefit code generation models? and what challenges remain? We first curate a comprehensive evaluation benchmark, CodeRAG-Bench, encompassing three categories of code generation tasks, including basic programming, open-domain, and repository-level problems. We aggregate documents from five sources for models to retrieve contexts: competition solutions, online tutorials, library documentation, StackOverflow posts, and GitHub repositories. We examine top-performing models on CodeRAG-Bench by providing contexts retrieved from one or multiple sources. While notable gains are made in final code generation by retrieving high-quality contexts across various settings, our analysis reveals room for improvement -- current retrievers still struggle to fetch useful contexts especially with limited lexical overlap, and generators fail to improve with limited context lengths or abilities to integrate additional contexts. We hope CodeRAG-Bench serves as an effective testbed to encourage further development of advanced code-oriented RAG methods.
InCoder: A Generative Model for Code Infilling and Synthesis
Code is seldom written in a single left-to-right pass and is instead repeatedly edited and refined. We introduce InCoder, a unified generative model that can perform program synthesis (via left-to-right generation) as well as editing (via infilling). InCoder is trained to generate code files from a large corpus of permissively licensed code, where regions of code have been randomly masked and moved to the end of each file, allowing code infilling with bidirectional context. Our model is the first generative model that is able to directly perform zero-shot code infilling, which we evaluate on challenging tasks such as type inference, comment generation, and variable re-naming. We find that the ability to condition on bidirectional context substantially improves performance on these tasks, while still performing comparably on standard program synthesis benchmarks in comparison to left-to-right only models pretrained at similar scale. The InCoder models and code are publicly released. https://sites.google.com/view/incoder-code-models
Evaluating and Aligning CodeLLMs on Human Preference
Code large language models (codeLLMs) have made significant strides in code generation. Most previous code-related benchmarks, which consist of various programming exercises along with the corresponding test cases, are used as a common measure to evaluate the performance and capabilities of code LLMs. However, the current code LLMs focus on synthesizing the correct code snippet, ignoring the alignment with human preferences, where the query should be sampled from the practical application scenarios and the model-generated responses should satisfy the human preference. To bridge the gap between the model-generated response and human preference, we present a rigorous human-curated benchmark CodeArena to emulate the complexity and diversity of real-world coding tasks, where 397 high-quality samples spanning 40 categories and 44 programming languages, carefully curated from user queries. Further, we propose a diverse synthetic instruction corpus SynCode-Instruct (nearly 20B tokens) by scaling instructions from the website to verify the effectiveness of the large-scale synthetic instruction fine-tuning, where Qwen2.5-SynCoder totally trained on synthetic instruction data can achieve top-tier performance of open-source code LLMs. The results find performance differences between execution-based benchmarks and CodeArena. Our systematic experiments of CodeArena on 40+ LLMs reveal a notable performance gap between open SOTA code LLMs (e.g. Qwen2.5-Coder) and proprietary LLMs (e.g., OpenAI o1), underscoring the importance of the human preference alignment.\url{https://codearenaeval.github.io/ }
4K4D: Real-Time 4D View Synthesis at 4K Resolution
This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recently, some methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and enables unprecedented rendering speed. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. We will release the code for reproducibility.
CodecNeRF: Toward Fast Encoding and Decoding, Compact, and High-quality Novel-view Synthesis
Neural Radiance Fields (NeRF) have achieved huge success in effectively capturing and representing 3D objects and scenes. However, to establish a ubiquitous presence in everyday media formats, such as images and videos, we need to fulfill three key objectives: 1. fast encoding and decoding time, 2. compact model sizes, and 3. high-quality renderings. Despite recent advancements, a comprehensive algorithm that adequately addresses all objectives has yet to be fully realized. In this work, we present CodecNeRF, a neural codec for NeRF representations, consisting of an encoder and decoder architecture that can generate a NeRF representation in a single forward pass. Furthermore, inspired by the recent parameter-efficient finetuning approaches, we propose a finetuning method to efficiently adapt the generated NeRF representations to a new test instance, leading to high-quality image renderings and compact code sizes. The proposed CodecNeRF, a newly suggested encoding-decoding-finetuning pipeline for NeRF, achieved unprecedented compression performance of more than 100x and remarkable reduction in encoding time while maintaining (or improving) the image quality on widely used 3D object datasets.
CrossCodeEval: A Diverse and Multilingual Benchmark for Cross-File Code Completion
Code completion models have made significant progress in recent years, yet current popular evaluation datasets, such as HumanEval and MBPP, predominantly focus on code completion tasks within a single file. This over-simplified setting falls short of representing the real-world software development scenario where repositories span multiple files with numerous cross-file dependencies, and accessing and understanding cross-file context is often required to complete the code correctly. To fill in this gap, we propose CrossCodeEval, a diverse and multilingual code completion benchmark that necessitates an in-depth cross-file contextual understanding to complete the code accurately. CrossCodeEval is built on a diverse set of real-world, open-sourced, permissively-licensed repositories in four popular programming languages: Python, Java, TypeScript, and C#. To create examples that strictly require cross-file context for accurate completion, we propose a straightforward yet efficient static-analysis-based approach to pinpoint the use of cross-file context within the current file. Extensive experiments on state-of-the-art code language models like CodeGen and StarCoder demonstrate that CrossCodeEval is extremely challenging when the relevant cross-file context is absent, and we see clear improvements when adding these context into the prompt. However, despite such improvements, the pinnacle of performance remains notably unattained even with the highest-performing model, indicating that CrossCodeEval is also capable of assessing model's capability in leveraging extensive context to make better code completion. Finally, we benchmarked various methods in retrieving cross-file context, and show that CrossCodeEval can also be used to measure the capability of code retrievers.
UnitCoder: Scalable Iterative Code Synthesis with Unit Test Guidance
Large Language Models (LLMs) have demonstrated remarkable capabilities in various tasks, yet code generation remains a major challenge. Current approaches for obtaining high-quality code data primarily focus on (i) collecting large-scale pre-training data and (ii) synthesizing instruction data through prompt engineering with powerful models. While pre-training data faces quality consistency issues, instruction-based synthesis suffers from limited instruction diversity and inherent biases of LLMs. To address this gap, we introduce UnitCoder, a systematic pipeline leveraging model-generated unit tests to both guide and validate the code generation process. Combined with large-scale package-based retrieval from pre-training corpus, we generate a dataset of 500K+ verifiable programs containing diverse API calls. Evaluations on multiple Python benchmarks (BigCodeBench, HumanEval, MBPP) demonstrate that models fine-tuned on our synthetic data exhibit consistent performance improvements. Notably, Llama3.1-8B and InternLM2.5-7B improve from 31\% and 28\% to 40\% and 39\% success rates on BigCodeBench, respectively. Our work presents a scalable approach that leverages model-generated unit tests to guide the synthesis of high-quality code data from pre-training corpora, demonstrating the potential for producing diverse and high-quality post-training data at scale. All code and data will be released (https://github.com).
pix2code: Generating Code from a Graphical User Interface Screenshot
Transforming a graphical user interface screenshot created by a designer into computer code is a typical task conducted by a developer in order to build customized software, websites, and mobile applications. In this paper, we show that deep learning methods can be leveraged to train a model end-to-end to automatically generate code from a single input image with over 77% of accuracy for three different platforms (i.e. iOS, Android and web-based technologies).
Training Language Models on Synthetic Edit Sequences Improves Code Synthesis
Software engineers mainly write code by editing existing programs. In contrast, large language models (LLMs) autoregressively synthesize programs in a single pass. One explanation for this is the scarcity of open-sourced edit data. While high-quality instruction data for code synthesis is already scarce, high-quality edit data is even scarcer. To fill this gap, we develop a synthetic data generation algorithm called LintSeq. This algorithm refactors existing code into a sequence of code edits by using a linter to procedurally sample across the error-free insertions that can be used to sequentially write programs. It outputs edit sequences as text strings consisting of consecutive program diffs. To test LintSeq, we use it to refactor a dataset of instruction + program pairs into instruction + program-diff-sequence tuples. Then, we instruction finetune a series of smaller LLMs ranging from 2.6B to 14B parameters on both the re-factored and original versions of this dataset, comparing zero-shot performance on code synthesis benchmarks. We show that during repeated sampling, edit sequence finetuned models produce more diverse programs than baselines. This results in better inference-time scaling for benchmark coverage as a function of samples, i.e. the fraction of problems "pass@k" solved by any attempt given "k" tries. For example, on HumanEval pass@50, small LLMs finetuned on synthetic edit sequences are competitive with GPT-4 and outperform models finetuned on the baseline dataset by +20% (+/-3%) in absolute score. Finally, we also pretrain our own tiny LMs for code understanding. We show that finetuning tiny models on synthetic code edits results in state-of-the-art code synthesis for the on-device model class. Our 150M parameter edit sequence LM matches or outperforms code models with twice as many parameters, both with and without repeated sampling, including Codex and AlphaCode.
Structured 3D Latents for Scalable and Versatile 3D Generation
We introduce a novel 3D generation method for versatile and high-quality 3D asset creation. The cornerstone is a unified Structured LATent (SLAT) representation which allows decoding to different output formats, such as Radiance Fields, 3D Gaussians, and meshes. This is achieved by integrating a sparsely-populated 3D grid with dense multiview visual features extracted from a powerful vision foundation model, comprehensively capturing both structural (geometry) and textural (appearance) information while maintaining flexibility during decoding. We employ rectified flow transformers tailored for SLAT as our 3D generation models and train models with up to 2 billion parameters on a large 3D asset dataset of 500K diverse objects. Our model generates high-quality results with text or image conditions, significantly surpassing existing methods, including recent ones at similar scales. We showcase flexible output format selection and local 3D editing capabilities which were not offered by previous models. Code, model, and data will be released.
Lighthouse: A User-Friendly Library for Reproducible Video Moment Retrieval and Highlight Detection
We propose Lighthouse, a user-friendly library for reproducible video moment retrieval and highlight detection (MR-HD). Although researchers proposed various MR-HD approaches, the research community holds two main issues. The first is a lack of comprehensive and reproducible experiments across various methods, datasets, and video-text features. This is because no unified training and evaluation codebase covers multiple settings. The second is user-unfriendly design. Because previous works use different libraries, researchers set up individual environments. In addition, most works release only the training codes, requiring users to implement the whole inference process of MR-HD. Lighthouse addresses these issues by implementing a unified reproducible codebase that includes six models, three features, and five datasets. In addition, it provides an inference API and web demo to make these methods easily accessible for researchers and developers. Our experiments demonstrate that Lighthouse generally reproduces the reported scores in the reference papers. The code is available at https://github.com/line/lighthouse.
Robust Learning of Diverse Code Edits
Software engineering activities frequently involve edits to existing code. However, contemporary code language models (LMs) lack the ability to handle diverse types of code-edit requirements. In this work, we attempt to overcome this shortcoming through (1) a novel synthetic data generation pipeline and (2) a robust model adaptation algorithm. Starting with seed code examples and diverse editing criteria, our pipeline generates high-quality samples comprising original and modified code, along with natural language instructions in different styles and verbosity. Today's code LMs come bundled with strong abilities, such as code generation and instruction following, which should not be lost due to fine-tuning. To ensure this, we propose a novel adaptation algorithm, SeleKT, that (a) leverages a dense gradient-based step to identify the weights that are most important for code editing, and (b) does a sparse projection onto the base model to avoid overfitting. Using our approach, we obtain a new series of models NextCoder (adapted from QwenCoder-2.5) that achieves strong results on five code-editing benchmarks, outperforming comparable size models and even several larger ones. We show the generality of our approach on two model families (DeepSeekCoder and QwenCoder), compare against other fine-tuning approaches, and demonstrate robustness by showing retention of code generation abilities post adaptation.
UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene
Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes. We partitioned each large scene into different sub-NeRFs. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process. Drawing inspiration from Level of Detail (LOD) techniques, we trained meshes of varying levels of detail for different observation levels. Our approach combines with the rasterization pipeline in Unreal Engine 4 (UE4), achieving real-time rendering of large-scale scenes at 4K resolution with a frame rate of up to 43 FPS. Rendering within UE4 also facilitates scene editing in subsequent stages. Furthermore, through experiments, we have demonstrated that our method achieves rendering quality comparable to state-of-the-art approaches. Project page: https://jamchaos.github.io/UE4-NeRF/.
CodeIF: Benchmarking the Instruction-Following Capabilities of Large Language Models for Code Generation
With the rapid advancement of Large Language Models (LLMs), the demand for robust instruction-following capabilities in code generation tasks has grown significantly. Code generation not only facilitates faster prototyping and automated testing, but also augments developer efficiency through improved maintainability and reusability of code. In this paper, we introduce CodeIF, the first benchmark specifically designed to assess the abilities of LLMs to adhere to task-oriented instructions within diverse code generation scenarios. CodeIF encompasses a broad range of tasks, including function synthesis, error debugging, algorithmic refactoring, and code explanation, thereby providing a comprehensive suite to evaluate model performance across varying complexity levels and programming domains. We conduct extensive experiments with LLMs, analyzing their strengths and limitations in meeting the demands of these tasks. The experimental results offer valuable insights into how well current models align with human instructions, as well as the extent to which they can generate consistent, maintainable, and contextually relevant code. Our findings not only underscore the critical role that instruction-following LLMs can play in modern software development, but also illuminate pathways for future research aimed at enhancing their adaptability, reliability, and overall effectiveness in automated code generation.
CASS: Nvidia to AMD Transpilation with Data, Models, and Benchmark
We introduce CASS, the first large-scale dataset and model suite for cross-architecture GPU code transpilation, targeting both source-level (CUDA leftrightarrow HIP) and assembly-level (Nvidia SASS leftrightarrow AMD RDNA3) translation. The dataset comprises 70k verified code pairs across host and device, addressing a critical gap in low-level GPU code portability. Leveraging this resource, we train the CASS family of domain-specific language models, achieving 95% source translation accuracy and 37.5% assembly translation accuracy, substantially outperforming commercial baselines such as GPT-4o, Claude, and Hipify. Our generated code matches native performance in over 85% of test cases, preserving runtime and memory behavior. To support rigorous evaluation, we introduce CASS-Bench, a curated benchmark spanning 16 GPU domains with ground-truth execution. All data, models, and evaluation tools are released as open source to foster progress in GPU compiler tooling, binary compatibility, and LLM-guided hardware translation. Dataset and benchmark are on https://huggingface.co/datasets/MBZUAI/cass{blue{HuggingFace}}, with code at https://github.com/GustavoStahl/CASS{blue{GitHub}}.
InstructCoder: Empowering Language Models for Code Editing
Code editing encompasses a variety of pragmatic tasks that developers deal with daily. Despite its relevance and practical usefulness, automatic code editing remains an underexplored area in the evolution of deep learning models, partly due to data scarcity. In this work, we explore the use of large language models (LLMs) to edit code based on user instructions, covering a broad range of implicit tasks such as comment insertion, code optimization, and code refactoring. To facilitate this, we introduce InstructCoder, the first dataset designed to adapt LLMs for general-purpose code editing, containing highdiversity code-editing tasks. It consists of over 114,000 instruction-input-output triplets and covers multiple distinct code editing scenarios. The dataset is systematically expanded through an iterative process that commences with code editing data sourced from GitHub commits as seed tasks. Seed and generated tasks are used subsequently to prompt ChatGPT for more task data. Our experiments demonstrate that open-source LLMs fine-tuned on InstructCoder can edit code correctly based on users' instructions most of the time, exhibiting unprecedented code-editing performance levels. Such results suggest that proficient instruction-finetuning can lead to significant amelioration in code editing abilities. The dataset and the source code are available at https://github.com/qishenghu/CodeInstruct.
DressCode: Autoregressively Sewing and Generating Garments from Text Guidance
Apparel's significant role in human appearance underscores the importance of garment digitalization for digital human creation. Recent advances in 3D content creation are pivotal for digital human creation. Nonetheless, garment generation from text guidance is still nascent. We introduce a text-driven 3D garment generation framework, DressCode, which aims to democratize design for novices and offer immense potential in fashion design, virtual try-on, and digital human creation. For our framework, we first introduce SewingGPT, a GPT-based architecture integrating cross-attention with text-conditioned embedding to generate sewing patterns with text guidance. We also tailored a pre-trained Stable Diffusion for high-quality, tile-based PBR texture generation. By leveraging a large language model, our framework generates CG-friendly garments through natural language interaction. Our method also facilitates pattern completion and texture editing, simplifying the process for designers by user-friendly interaction. With comprehensive evaluations and comparisons with other state-of-the-art methods, our method showcases the best quality and alignment with input prompts. User studies further validate our high-quality rendering results, highlighting its practical utility and potential in production settings.
AniDoc: Animation Creation Made Easier
The production of 2D animation follows an industry-standard workflow, encompassing four essential stages: character design, keyframe animation, in-betweening, and coloring. Our research focuses on reducing the labor costs in the above process by harnessing the potential of increasingly powerful generative AI. Using video diffusion models as the foundation, AniDoc emerges as a video line art colorization tool, which automatically converts sketch sequences into colored animations following the reference character specification. Our model exploits correspondence matching as an explicit guidance, yielding strong robustness to the variations (e.g., posture) between the reference character and each line art frame. In addition, our model could even automate the in-betweening process, such that users can easily create a temporally consistent animation by simply providing a character image as well as the start and end sketches. Our code is available at: https://yihao-meng.github.io/AniDoc_demo.
Performance-Aligned LLMs for Generating Fast Code
Optimizing scientific software is a difficult task because codebases are often large and complex, and performance can depend upon several factors including the algorithm, its implementation, and hardware among others. Causes of poor performance can originate from disparate sources and be difficult to diagnose. Recent years have seen a multitude of work that use large language models (LLMs) to assist in software development tasks. However, these tools are trained to model the distribution of code as text, and are not specifically designed to understand performance aspects of code. In this work, we introduce a reinforcement learning based methodology to align the outputs of code LLMs with performance. This allows us to build upon the current code modeling capabilities of LLMs and extend them to generate better performing code. We demonstrate that our fine-tuned model improves the expected speedup of generated code over base models for a set of benchmark tasks from 0.9 to 1.6 for serial code and 1.9 to 4.5 for OpenMP code.
CoderEval: A Benchmark of Pragmatic Code Generation with Generative Pre-trained Models
Code generation models based on the pre-training and fine-tuning paradigm have been increasingly attempted by both academia and industry, resulting in well-known industrial models such as Codex, CodeGen, and PanGu-Coder. To evaluate the effectiveness of these models, multiple existing benchmarks are proposed, including only cases of generating a standalone function, i.e., a function that may invoke or access only built-in functions and standard libraries. However, non-standalone functions, which typically are not included in the existing benchmarks, constitute more than 70% of the functions in popular open-source projects, and evaluating models' effectiveness on standalone functions cannot reflect these models' effectiveness on pragmatic code generation scenarios. To help bridge the preceding gap, in this paper, we propose a benchmark named CoderEval, consisting of 230 Python and 230 Java code generation tasks carefully curated from popular real-world open-source projects and a self-contained execution platform to automatically assess the functional correctness of generated code. CoderEval supports code generation tasks from six levels of context dependency, where context refers to code elements such as types, APIs, variables, and consts defined outside the function under generation but within the dependent third-party libraries, current class, file, or project. CoderEval can be used to evaluate the effectiveness of models in generating code beyond only standalone functions. By evaluating three code generation models on CoderEval, we find that the effectiveness of these models in generating standalone functions is substantially higher than that in generating non-standalone functions. Our analysis highlights the current progress and pinpoints future directions to further improve a model's effectiveness by leveraging contextual information for pragmatic code generation.
Glyph-ByT5: A Customized Text Encoder for Accurate Visual Text Rendering
Visual text rendering poses a fundamental challenge for contemporary text-to-image generation models, with the core problem lying in text encoder deficiencies. To achieve accurate text rendering, we identify two crucial requirements for text encoders: character awareness and alignment with glyphs. Our solution involves crafting a series of customized text encoder, Glyph-ByT5, by fine-tuning the character-aware ByT5 encoder using a meticulously curated paired glyph-text dataset. We present an effective method for integrating Glyph-ByT5 with SDXL, resulting in the creation of the Glyph-SDXL model for design image generation. This significantly enhances text rendering accuracy, improving it from less than 20% to nearly 90% on our design image benchmark. Noteworthy is Glyph-SDXL's newfound ability for text paragraph rendering, achieving high spelling accuracy for tens to hundreds of characters with automated multi-line layouts. Finally, through fine-tuning Glyph-SDXL with a small set of high-quality, photorealistic images featuring visual text, we showcase a substantial improvement in scene text rendering capabilities in open-domain real images. These compelling outcomes aim to encourage further exploration in designing customized text encoders for diverse and challenging tasks.
LoRACode: LoRA Adapters for Code Embeddings
Code embeddings are essential for semantic code search; however, current approaches often struggle to capture the precise syntactic and contextual nuances inherent in code. Open-source models such as CodeBERT and UniXcoder exhibit limitations in scalability and efficiency, while high-performing proprietary systems impose substantial computational costs. We introduce a parameter-efficient fine-tuning method based on Low-Rank Adaptation (LoRA) to construct task-specific adapters for code retrieval. Our approach reduces the number of trainable parameters to less than two percent of the base model, enabling rapid fine-tuning on extensive code corpora (2 million samples in 25 minutes on two H100 GPUs). Experiments demonstrate an increase of up to 9.1% in Mean Reciprocal Rank (MRR) for Code2Code search, and up to 86.69% for Text2Code search tasks across multiple programming languages. Distinction in task-wise and language-wise adaptation helps explore the sensitivity of code retrieval for syntactical and linguistic variations.
AutoCoder: Enhancing Code Large Language Model with AIEV-Instruct
We introduce AutoCoder, the first Large Language Model to surpass GPT-4 Turbo (April 2024) and GPT-4o in pass@1 on the Human Eval benchmark test (90.9% vs. 90.2%). In addition, AutoCoder offers a more versatile code interpreter compared to GPT-4 Turbo and GPT-4o. It's code interpreter can install external packages instead of limiting to built-in packages. AutoCoder's training data is a multi-turn dialogue dataset created by a system combining agent interaction and external code execution verification, a method we term \textsc{AIEV-Instruct} (Instruction Tuning with Agent-Interaction and Execution-Verified). Compared to previous large-scale code dataset generation methods, AIEV-Instruct reduces dependence on proprietary large models and provides execution-validated code dataset. The code and the demo video is available in https://github.com/bin123apple/AutoCoder.
Spellburst: A Node-based Interface for Exploratory Creative Coding with Natural Language Prompts
Creative coding tasks are often exploratory in nature. When producing digital artwork, artists usually begin with a high-level semantic construct such as a "stained glass filter" and programmatically implement it by varying code parameters such as shape, color, lines, and opacity to produce visually appealing results. Based on interviews with artists, it can be effortful to translate semantic constructs to program syntax, and current programming tools don't lend well to rapid creative exploration. To address these challenges, we introduce Spellburst, a large language model (LLM) powered creative-coding environment. Spellburst provides (1) a node-based interface that allows artists to create generative art and explore variations through branching and merging operations, (2) expressive prompt-based interactions to engage in semantic programming, and (3) dynamic prompt-driven interfaces and direct code editing to seamlessly switch between semantic and syntactic exploration. Our evaluation with artists demonstrates Spellburst's potential to enhance creative coding practices and inform the design of computational creativity tools that bridge semantic and syntactic spaces.
Re-ReND: Real-time Rendering of NeRFs across Devices
This paper proposes a novel approach for rendering a pre-trained Neural Radiance Field (NeRF) in real-time on resource-constrained devices. We introduce Re-ReND, a method enabling Real-time Rendering of NeRFs across Devices. Re-ReND is designed to achieve real-time performance by converting the NeRF into a representation that can be efficiently processed by standard graphics pipelines. The proposed method distills the NeRF by extracting the learned density into a mesh, while the learned color information is factorized into a set of matrices that represent the scene's light field. Factorization implies the field is queried via inexpensive MLP-free matrix multiplications, while using a light field allows rendering a pixel by querying the field a single time-as opposed to hundreds of queries when employing a radiance field. Since the proposed representation can be implemented using a fragment shader, it can be directly integrated with standard rasterization frameworks. Our flexible implementation can render a NeRF in real-time with low memory requirements and on a wide range of resource-constrained devices, including mobiles and AR/VR headsets. Notably, we find that Re-ReND can achieve over a 2.6-fold increase in rendering speed versus the state-of-the-art without perceptible losses in quality.
ToolCoder: Teach Code Generation Models to use API search tools
Automatically generating source code from natural language descriptions has been a growing field of research in recent years. However, current large-scale code generation models often encounter difficulties when selecting appropriate APIs for specific contexts. These models may generate APIs that do not meet requirements or refer to non-existent APIs in third-party libraries, especially for lesser-known or private libraries. Inspired by the process of human developers using tools to search APIs, we propose ToolCoder, a novel approach that integrates API search tools with existing models to assist in code generation and API selection. To teach our model to use tools, we introduce an automated data annotation method using ChatGPT to add tool usage information into the source code data and fine-tune code generation models. During inference, we integrate API search tools into the generation process so that our model can automatically use the search tool to get suggestions when selecting an API. Our experimental results demonstrate that ToolCoder exhibits excellent performance and generalization across five public and private library code generation benchmarks, with at least 6.21\% improvement on average pass@1 metrics and 9.64\% improvement on average pass@10 metrics compared to state-of-the-art methods. Furthermore, we show that our relatively small ToolCoder model is comparable to one of the current best models, GPT-3.5, highlighting the potential of incorporating programming tools into the code generation process.
Neural Directional Encoding for Efficient and Accurate View-Dependent Appearance Modeling
Novel-view synthesis of specular objects like shiny metals or glossy paints remains a significant challenge. Not only the glossy appearance but also global illumination effects, including reflections of other objects in the environment, are critical components to faithfully reproduce a scene. In this paper, we present Neural Directional Encoding (NDE), a view-dependent appearance encoding of neural radiance fields (NeRF) for rendering specular objects. NDE transfers the concept of feature-grid-based spatial encoding to the angular domain, significantly improving the ability to model high-frequency angular signals. In contrast to previous methods that use encoding functions with only angular input, we additionally cone-trace spatial features to obtain a spatially varying directional encoding, which addresses the challenging interreflection effects. Extensive experiments on both synthetic and real datasets show that a NeRF model with NDE (1) outperforms the state of the art on view synthesis of specular objects, and (2) works with small networks to allow fast (real-time) inference. The project webpage and source code are available at: https://lwwu2.github.io/nde/.
UniGenCoder: Merging Seq2Seq and Seq2Tree Paradigms for Unified Code Generation
Deep learning-based code generation has completely transformed the way developers write programs today. Existing approaches to code generation have focused either on the Sequence-to-Sequence paradigm, which generates target code as a sequence of tokens, or the Sequence-to-Tree paradigm, which outputs code as a sequence of actions. While these two paradigms are intuitively complementary, their combination has not been previously explored. By comparing the code generated under these two paradigms, we find that integrating them holds significant potential. In this paper, we propose UniGenCoder for code-related generation tasks, which consists of a shared encoder, a shared decoder with a minimal set of additional parameters to unify two paradigms, and a selector that dynamically chooses optimal paradigm for each instance. Also, during the model training, we first perform the multi-task learning and distillation strategies to facilitate knowledge transfer between two paradigms, and then leverage contrastive learning to train the selector. Experimental results on the text-to-code and code-to-code generation tasks demonstrate the effectiveness of our proposed model. We release our code at https://github.com/DeepLearnXMU/UniGenCoder.
IntelliCode Compose: Code Generation Using Transformer
In software development through integrated development environments (IDEs), code completion is one of the most widely used features. Nevertheless, majority of integrated development environments only support completion of methods and APIs, or arguments. In this paper, we introduce IntelliCode Compose - a general-purpose multilingual code completion tool which is capable of predicting sequences of code tokens of arbitrary types, generating up to entire lines of syntactically correct code. It leverages state-of-the-art generative transformer model trained on 1.2 billion lines of source code in Python, C#, JavaScript and TypeScript programming languages. IntelliCode Compose is deployed as a cloud-based web service. It makes use of client-side tree-based caching, efficient parallel implementation of the beam search decoder, and compute graph optimizations to meet edit-time completion suggestion requirements in the Visual Studio Code IDE and Azure Notebook. Our best model yields an average edit similarity of 86.7% and a perplexity of 1.82 for Python programming language.
How Do Your Code LLMs Perform? Empowering Code Instruction Tuning with High-Quality Data
Recently, there has been a growing interest in studying how to construct better code instruction tuning data. However, we observe Code models trained with these datasets exhibit high performance on HumanEval but perform worse on other benchmarks such as LiveCodeBench. Upon further investigation, we find that many datasets suffer from severe data leakage. After cleaning up most of the leaked data, some well-known high-quality datasets perform poorly. This discovery reveals a new challenge: identifying which dataset genuinely qualify as high-quality code instruction data. To address this, we propose an efficient code data pruning strategy for selecting good samples. Our approach is based on three dimensions: instruction complexity, response quality, and instruction diversity. Based on our selected data, we present XCoder, a family of models finetuned from LLaMA3. Our experiments show XCoder achieves new state-of-the-art performance using fewer training data, which verify the effectiveness of our data strategy. Moreover, we perform a comprehensive analysis on the data composition and find existing code datasets have different characteristics according to their construction methods, which provide new insights for future code LLMs. Our models and dataset are released in https://github.com/banksy23/XCoder
Mirror-NeRF: Learning Neural Radiance Fields for Mirrors with Whitted-Style Ray Tracing
Recently, Neural Radiance Fields (NeRF) has exhibited significant success in novel view synthesis, surface reconstruction, etc. However, since no physical reflection is considered in its rendering pipeline, NeRF mistakes the reflection in the mirror as a separate virtual scene, leading to the inaccurate reconstruction of the mirror and multi-view inconsistent reflections in the mirror. In this paper, we present a novel neural rendering framework, named Mirror-NeRF, which is able to learn accurate geometry and reflection of the mirror and support various scene manipulation applications with mirrors, such as adding new objects or mirrors into the scene and synthesizing the reflections of these new objects in mirrors, controlling mirror roughness, etc. To achieve this goal, we propose a unified radiance field by introducing the reflection probability and tracing rays following the light transport model of Whitted Ray Tracing, and also develop several techniques to facilitate the learning process. Experiments and comparisons on both synthetic and real datasets demonstrate the superiority of our method. The code and supplementary material are available on the project webpage: https://zju3dv.github.io/Mirror-NeRF/.
Multi-Turn Code Generation Through Single-Step Rewards
We address the problem of code generation from multi-turn execution feedback. Existing methods either generate code without feedback or use complex, hierarchical reinforcement learning to optimize multi-turn rewards. We propose a simple yet scalable approach, muCode, that solves multi-turn code generation using only single-step rewards. Our key insight is that code generation is a one-step recoverable MDP, where the correct code can be recovered from any intermediate code state in a single turn. muCode iteratively trains both a generator to provide code solutions conditioned on multi-turn execution feedback and a verifier to score the newly generated code. Experimental evaluations show that our approach achieves significant improvements over the state-of-the-art baselines. We provide analysis of the design choices of the reward models and policy, and show the efficacy of muCode at utilizing the execution feedback. Our code is available at https://github.com/portal-cornell/muCode.
SceneCraft: Layout-Guided 3D Scene Generation
The creation of complex 3D scenes tailored to user specifications has been a tedious and challenging task with traditional 3D modeling tools. Although some pioneering methods have achieved automatic text-to-3D generation, they are generally limited to small-scale scenes with restricted control over the shape and texture. We introduce SceneCraft, a novel method for generating detailed indoor scenes that adhere to textual descriptions and spatial layout preferences provided by users. Central to our method is a rendering-based technique, which converts 3D semantic layouts into multi-view 2D proxy maps. Furthermore, we design a semantic and depth conditioned diffusion model to generate multi-view images, which are used to learn a neural radiance field (NeRF) as the final scene representation. Without the constraints of panorama image generation, we surpass previous methods in supporting complicated indoor space generation beyond a single room, even as complicated as a whole multi-bedroom apartment with irregular shapes and layouts. Through experimental analysis, we demonstrate that our method significantly outperforms existing approaches in complex indoor scene generation with diverse textures, consistent geometry, and realistic visual quality. Code and more results are available at: https://orangesodahub.github.io/SceneCraft
CoderUJB: An Executable and Unified Java Benchmark for Practical Programming Scenarios
In the evolving landscape of large language models (LLMs) tailored for software engineering, the need for benchmarks that accurately reflect real-world development scenarios is paramount. Current benchmarks are either too simplistic or fail to capture the multi-tasking nature of software development. To address this, we introduce CoderUJB, a new benchmark designed to evaluate LLMs across diverse Java programming tasks that are executable and reflective of actual development scenarios, acknowledging Java's prevalence in real-world software production. CoderUJB comprises 2,239 programming questions derived from 17 real open-source Java projects and spans five practical programming tasks. Our empirical study on this benchmark investigates the coding abilities of various open-source and closed-source LLMs, examining the effects of continued pre-training in specific programming languages code and instruction fine-tuning on their performance. The findings indicate that while LLMs exhibit strong potential, challenges remain, particularly in non-functional code generation (e.g., test generation and defect detection). Importantly, our results advise caution in the specific programming languages continued pre-training and instruction fine-tuning, as these techniques could hinder model performance on certain tasks, suggesting the need for more nuanced strategies. CoderUJB thus marks a significant step towards more realistic evaluations of programming capabilities in LLMs, and our study provides valuable insights for the future development of these models in software engineering.
ExecRepoBench: Multi-level Executable Code Completion Evaluation
Code completion has become an essential tool for daily software development. Existing evaluation benchmarks often employ static methods that do not fully capture the dynamic nature of real-world coding environments and face significant challenges, including limited context length, reliance on superficial evaluation metrics, and potential overfitting to training datasets. In this work, we introduce a novel framework for enhancing code completion in software development through the creation of a repository-level benchmark ExecRepoBench and the instruction corpora Repo-Instruct, aim at improving the functionality of open-source large language models (LLMs) in real-world coding scenarios that involve complex interdependencies across multiple files. ExecRepoBench includes 1.2K samples from active Python repositories. Plus, we present a multi-level grammar-based completion methodology conditioned on the abstract syntax tree to mask code fragments at various logical units (e.g. statements, expressions, and functions). Then, we fine-tune the open-source LLM with 7B parameters on Repo-Instruct to produce a strong code completion baseline model Qwen2.5-Coder-Instruct-C based on the open-source model. Qwen2.5-Coder-Instruct-C is rigorously evaluated against existing benchmarks, including MultiPL-E and ExecRepoBench, which consistently outperforms prior baselines across all programming languages. The deployment of can be used as a high-performance, local service for programming development\url{https://execrepobench.github.io/}.
Language Models for Code Completion: A Practical Evaluation
Transformer-based language models for automatic code completion have shown great promise so far, yet the evaluation of these models rarely uses real data. This study provides both quantitative and qualitative assessments of three public code language models when completing real-world code. We first developed an open-source IDE extension, Code4Me, for the online evaluation of the models. We collected real auto-completion usage data for over a year from more than 1200 users, resulting in over 600K valid completions. These models were then evaluated using six standard metrics across twelve programming languages. Next, we conducted a qualitative study of 1690 real-world completion requests to identify the reasons behind the poor model performance. A comparative analysis of the models' performance in online and offline settings was also performed, using benchmark synthetic datasets and two masking strategies. Our findings suggest that while developers utilize code completion across various languages, the best results are achieved for mainstream languages such as Python and Java. InCoder outperformed the other models across all programming languages, highlighting the significance of training data and objectives. Our study also revealed that offline evaluations do not accurately reflect real-world scenarios. Upon qualitative analysis of the model's predictions, we found that 66.3% of failures were due to the models' limitations, 24.4% occurred due to inappropriate model usage in a development context, and 9.3% were valid requests that developers overwrote. Given these findings, we propose several strategies to overcome the current limitations. These include refining training objectives, improving resilience to typographical errors, adopting hybrid approaches, and enhancing implementations and usability.
City-on-Web: Real-time Neural Rendering of Large-scale Scenes on the Web
NeRF has significantly advanced 3D scene reconstruction, capturing intricate details across various environments. Existing methods have successfully leveraged radiance field baking to facilitate real-time rendering of small scenes. However, when applied to large-scale scenes, these techniques encounter significant challenges, struggling to provide a seamless real-time experience due to limited resources in computation, memory, and bandwidth. In this paper, we propose City-on-Web, which represents the whole scene by partitioning it into manageable blocks, each with its own Level-of-Detail, ensuring high fidelity, efficient memory management and fast rendering. Meanwhile, we carefully design the training and inference process such that the final rendering result on web is consistent with training. Thanks to our novel representation and carefully designed training/inference process, we are the first to achieve real-time rendering of large-scale scenes in resource-constrained environments. Extensive experimental results demonstrate that our method facilitates real-time rendering of large-scale scenes on a web platform, achieving 32FPS at 1080P resolution with an RTX 3060 GPU, while simultaneously achieving a quality that closely rivals that of state-of-the-art methods. Project page: https://ustc3dv.github.io/City-on-Web/
Lightplane: Highly-Scalable Components for Neural 3D Fields
Contemporary 3D research, particularly in reconstruction and generation, heavily relies on 2D images for inputs or supervision. However, current designs for these 2D-3D mapping are memory-intensive, posing a significant bottleneck for existing methods and hindering new applications. In response, we propose a pair of highly scalable components for 3D neural fields: Lightplane Render and Splatter, which significantly reduce memory usage in 2D-3D mapping. These innovations enable the processing of vastly more and higher resolution images with small memory and computational costs. We demonstrate their utility in various applications, from benefiting single-scene optimization with image-level losses to realizing a versatile pipeline for dramatically scaling 3D reconstruction and generation. Code: https://github.com/facebookresearch/lightplane.
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/
Code Execution with Pre-trained Language Models
Code execution is a fundamental aspect of programming language semantics that reflects the exact behavior of the code. However, most pre-trained models for code intelligence ignore the execution trace and only rely on source code and syntactic structures. In this paper, we investigate how well pre-trained models can understand and perform code execution. We develop a mutation-based data augmentation technique to create a large-scale and realistic Python dataset and task for code execution, which challenges existing models such as Codex. We then present CodeExecutor, a Transformer model that leverages code execution pre-training and curriculum learning to enhance its semantic comprehension. We evaluate CodeExecutor on code execution and show its promising performance and limitations. We also demonstrate its potential benefits for code intelligence tasks such as zero-shot code-to-code search and text-to-code generation. Our analysis provides insights into the learning and generalization abilities of pre-trained models for code execution.
WAFFLE: Multi-Modal Model for Automated Front-End Development
Web development involves turning UI designs into functional webpages, which can be difficult for both beginners and experienced developers due to the complexity of HTML's hierarchical structures and styles. While Large Language Models (LLMs) have shown promise in generating source code, two major challenges persist in UI-to-HTML code generation: (1) effectively representing HTML's hierarchical structure for LLMs, and (2) bridging the gap between the visual nature of UI designs and the text-based format of HTML code. To tackle these challenges, we introduce Waffle, a new fine-tuning strategy that uses a structure-aware attention mechanism to improve LLMs' understanding of HTML's structure and a contrastive fine-tuning approach to align LLMs' understanding of UI images and HTML code. Models fine-tuned with Waffle show up to 9.00 pp (percentage point) higher HTML match, 0.0982 higher CW-SSIM, 32.99 higher CLIP, and 27.12 pp higher LLEM on our new benchmark WebSight-Test and an existing benchmark Design2Code, outperforming current fine-tuning methods.
3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes
Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts.
Real-Time Neural Appearance Models
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.
CodeEditorBench: Evaluating Code Editing Capability of Large Language Models
Large Language Models (LLMs) for code are rapidly evolving, with code editing emerging as a critical capability. We introduce CodeEditorBench, an evaluation framework designed to rigorously assess the performance of LLMs in code editing tasks, including debugging, translating, polishing, and requirement switching. Unlike existing benchmarks focusing solely on code generation, CodeEditorBench emphasizes real-world scenarios and practical aspects of software development. We curate diverse coding challenges and scenarios from five sources, covering various programming languages, complexity levels, and editing tasks. Evaluation of 19 LLMs reveals that closed-source models (particularly Gemini-Ultra and GPT-4), outperform open-source models in CodeEditorBench, highlighting differences in model performance based on problem types and prompt sensitivities. CodeEditorBench aims to catalyze advancements in LLMs by providing a robust platform for assessing code editing capabilities. We will release all prompts and datasets to enable the community to expand the dataset and benchmark emerging LLMs. By introducing CodeEditorBench, we contribute to the advancement of LLMs in code editing and provide a valuable resource for researchers and practitioners.
Narrow Transformer: Starcoder-Based Java-LM For Desktop
This paper presents NT-Java-1.1B, an open-source specialized code language model built on StarCoderBase-1.1B, designed for coding tasks in Java programming. NT-Java-1.1B achieves state-of-the-art performance, surpassing its base model and majority of other models of similar size on MultiPL-E Java code benchmark. While there have been studies on extending large, generic pre-trained models to improve proficiency in specific programming languages like Python, similar investigations on small code models for other programming languages are lacking. Large code models require specialized hardware like GPUs for inference, highlighting the need for research into building small code models that can be deployed on developer desktops. This paper addresses this research gap by focusing on the development of a small Java code model, NT-Java-1.1B, and its quantized versions, which performs comparably to open models around 1.1B on MultiPL-E Java code benchmarks, making them ideal for desktop deployment. This paper establishes the foundation for specialized models across languages and sizes for a family of NT Models.
VISION2UI: A Real-World Dataset with Layout for Code Generation from UI Designs
Automatically generating UI code from webpage design visions can significantly alleviate the burden of developers, enabling beginner developers or designers to directly generate Web pages from design diagrams. Currently, prior research has accomplished the objective of generating UI code from rudimentary design visions or sketches through designing deep neural networks. Inspired by the groundbreaking advancements achieved by Multimodal Large Language Models (MLLMs), the automatic generation of UI code from high-fidelity design images is now emerging as a viable possibility. Nevertheless, our investigation reveals that existing MLLMs are hampered by the scarcity of authentic, high-quality, and large-scale datasets, leading to unsatisfactory performance in automated UI code generation. To mitigate this gap, we present a novel dataset, termed VISION2UI, extracted from real-world scenarios, augmented with comprehensive layout information, tailored specifically for finetuning MLLMs in UI code generation. Specifically, this dataset is derived through a series of operations, encompassing collecting, cleaning, and filtering of the open-source Common Crawl dataset. In order to uphold its quality, a neural scorer trained on labeled samples is utilized to refine the data, retaining higher-quality instances. Ultimately, this process yields a dataset comprising 2,000 (Much more is coming soon) parallel samples encompassing design visions and UI code. The dataset is available at https://huggingface.co/datasets/xcodemind/vision2ui.
CodeCoR: An LLM-Based Self-Reflective Multi-Agent Framework for Code Generation
Code generation aims to produce code that fulfills requirements written in natural languages automatically. Large language Models (LLMs) like ChatGPT have demonstrated promising effectiveness in this area. Nonetheless, these LLMs often fail to ensure the syntactic and semantic correctness of the generated code. Recently, researchers proposed multi-agent frameworks that guide LLMs with different prompts to analyze programming tasks, generate code, perform testing in a sequential workflow. However, the performance of the workflow is not robust as the code generation depends on the performance of each agent. To address this challenge, we propose CodeCoR, a self-reflective multi-agent framework that evaluates the effectiveness of each agent and their collaborations. Specifically, for a given task description, four agents in CodeCoR generate prompts, code, test cases, and repair advice, respectively. Each agent generates more than one output and prunes away the low-quality ones. The generated code is tested in the local environment: the code that fails to pass the generated test cases is sent to the repair agent and the coding agent re-generates the code based on repair advice. Finally, the code that passes the most number of generated test cases is returned to users. Our experiments on four widely used datasets, HumanEval, HumanEval-ET, MBPP, and MBPP-ET, demonstrate that CodeCoR significantly outperforms existing baselines (e.g., CodeCoT and MapCoder), achieving an average Pass@1 score of 77.8%.
AIM 2024 Sparse Neural Rendering Challenge: Dataset and Benchmark
Recent developments in differentiable and neural rendering have made impressive breakthroughs in a variety of 2D and 3D tasks, e.g. novel view synthesis, 3D reconstruction. Typically, differentiable rendering relies on a dense viewpoint coverage of the scene, such that the geometry can be disambiguated from appearance observations alone. Several challenges arise when only a few input views are available, often referred to as sparse or few-shot neural rendering. As this is an underconstrained problem, most existing approaches introduce the use of regularisation, together with a diversity of learnt and hand-crafted priors. A recurring problem in sparse rendering literature is the lack of an homogeneous, up-to-date, dataset and evaluation protocol. While high-resolution datasets are standard in dense reconstruction literature, sparse rendering methods often evaluate with low-resolution images. Additionally, data splits are inconsistent across different manuscripts, and testing ground-truth images are often publicly available, which may lead to over-fitting. In this work, we propose the Sparse Rendering (SpaRe) dataset and benchmark. We introduce a new dataset that follows the setup of the DTU MVS dataset. The dataset is composed of 97 new scenes based on synthetic, high-quality assets. Each scene has up to 64 camera views and 7 lighting configurations, rendered at 1600x1200 resolution. We release a training split of 82 scenes to foster generalizable approaches, and provide an online evaluation platform for the validation and test sets, whose ground-truth images remain hidden. We propose two different sparse configurations (3 and 9 input images respectively). This provides a powerful and convenient tool for reproducible evaluation, and enable researchers easy access to a public leaderboard with the state-of-the-art performance scores. Available at: https://sparebenchmark.github.io/
Empowering AI to Generate Better AI Code: Guided Generation of Deep Learning Projects with LLMs
While large language models (LLMs) have been widely applied to code generation, they struggle with generating entire deep learning projects, which are characterized by complex structures, longer functions, and stronger reliance on domain knowledge than general-purpose code. An open-domain LLM often lacks coherent contextual guidance and domain expertise for specific projects, making it challenging to produce complete code that fully meets user requirements. In this paper, we propose a novel planning-guided code generation method, DLCodeGen, tailored for generating deep learning projects. DLCodeGen predicts a structured solution plan, offering global guidance for LLMs to generate the project. The generated plan is then leveraged to retrieve semantically analogous code samples and subsequently abstract a code template. To effectively integrate these multiple retrieval-augmented techniques, a comparative learning mechanism is designed to generate the final code. We validate the effectiveness of our approach on a dataset we build for deep learning code generation. Experimental results demonstrate that DLCodeGen outperforms other baselines, achieving improvements of 9.7% in CodeBLEU and 3.6% in human evaluation metrics.
Neural Relighting with Subsurface Scattering by Learning the Radiance Transfer Gradient
Reconstructing and relighting objects and scenes under varying lighting conditions is challenging: existing neural rendering methods often cannot handle the complex interactions between materials and light. Incorporating pre-computed radiance transfer techniques enables global illumination, but still struggles with materials with subsurface scattering effects. We propose a novel framework for learning the radiance transfer field via volume rendering and utilizing various appearance cues to refine geometry end-to-end. This framework extends relighting and reconstruction capabilities to handle a wider range of materials in a data-driven fashion. The resulting models produce plausible rendering results in existing and novel conditions. We will release our code and a novel light stage dataset of objects with subsurface scattering effects publicly available.
A Lightweight Framework for High-Quality Code Generation
In recent years, the use of automated source code generation utilizing transformer-based generative models has expanded, and these models can generate functional code according to the requirements of the developers. However, recent research revealed that these automatically generated source codes can contain vulnerabilities and other quality issues. Despite researchers' and practitioners' attempts to enhance code generation models, retraining and fine-tuning large language models is time-consuming and resource-intensive. Thus, we describe FRANC, a lightweight framework for recommending more secure and high-quality source code derived from transformer-based code generation models. FRANC includes a static filter to make the generated code compilable with heuristics and a quality-aware ranker to sort the code snippets based on a quality score. Moreover, the framework uses prompt engineering to fix persistent quality issues. We evaluated the framework with five Python and Java code generation models and six prompt datasets, including a newly created one in this work (SOEval). The static filter improves 9% to 46% Java suggestions and 10% to 43% Python suggestions regarding compilability. The average improvement over the NDCG@10 score for the ranking system is 0.0763, and the repairing techniques repair the highest 80% of prompts. FRANC takes, on average, 1.98 seconds for Java; for Python, it takes 0.08 seconds.
ClassEval: A Manually-Crafted Benchmark for Evaluating LLMs on Class-level Code Generation
In this work, we make the first attempt to evaluate LLMs in a more challenging code generation scenario, i.e. class-level code generation. We first manually construct the first class-level code generation benchmark ClassEval of 100 class-level Python code generation tasks with approximately 500 person-hours. Based on it, we then perform the first study of 11 state-of-the-art LLMs on class-level code generation. Based on our results, we have the following main findings. First, we find that all existing LLMs show much worse performance on class-level code generation compared to on standalone method-level code generation benchmarks like HumanEval; and the method-level coding ability cannot equivalently reflect the class-level coding ability among LLMs. Second, we find that GPT-4 and GPT-3.5 still exhibit dominate superior than other LLMs on class-level code generation, and the second-tier models includes Instruct-Starcoder, Instruct-Codegen, and Wizardcoder with very similar performance. Third, we find that generating the entire class all at once (i.e. holistic generation strategy) is the best generation strategy only for GPT-4 and GPT-3.5, while method-by-method generation (i.e. incremental and compositional) is better strategies for the other models with limited ability of understanding long instructions and utilizing the middle information. Lastly, we find the limited model ability of generating method-dependent code and discuss the frequent error types in generated classes. Our benchmark is available at https://github.com/FudanSELab/ClassEval.
Competition-Level Code Generation with AlphaCode
Programming is a powerful and ubiquitous problem-solving tool. Developing systems that can assist programmers or even generate programs independently could make programming more productive and accessible, yet so far incorporating innovations in AI has proven challenging. Recent large-scale language models have demonstrated an impressive ability to generate code, and are now able to complete simple programming tasks. However, these models still perform poorly when evaluated on more complex, unseen problems that require problem-solving skills beyond simply translating instructions into code. For example, competitive programming problems which require an understanding of algorithms and complex natural language remain extremely challenging. To address this gap, we introduce AlphaCode, a system for code generation that can create novel solutions to these problems that require deeper reasoning. In simulated evaluations on recent programming competitions on the Codeforces platform, AlphaCode achieved on average a ranking of top 54.3% in competitions with more than 5,000 participants. We found that three key components were critical to achieve good and reliable performance: (1) an extensive and clean competitive programming dataset for training and evaluation, (2) large and efficient-to-sample transformer-based architectures, and (3) large-scale model sampling to explore the search space, followed by filtering based on program behavior to a small set of submissions.
Composer: Creative and Controllable Image Synthesis with Composable Conditions
Recent large-scale generative models learned on big data are capable of synthesizing incredible images yet suffer from limited controllability. This work offers a new generation paradigm that allows flexible control of the output image, such as spatial layout and palette, while maintaining the synthesis quality and model creativity. With compositionality as the core idea, we first decompose an image into representative factors, and then train a diffusion model with all these factors as the conditions to recompose the input. At the inference stage, the rich intermediate representations work as composable elements, leading to a huge design space (i.e., exponentially proportional to the number of decomposed factors) for customizable content creation. It is noteworthy that our approach, which we call Composer, supports various levels of conditions, such as text description as the global information, depth map and sketch as the local guidance, color histogram for low-level details, etc. Besides improving controllability, we confirm that Composer serves as a general framework and facilitates a wide range of classical generative tasks without retraining. Code and models will be made available.
GlyphDraw2: Automatic Generation of Complex Glyph Posters with Diffusion Models and Large Language Models
Posters play a crucial role in marketing and advertising, contributing significantly to industrial design by enhancing visual communication and brand visibility. With recent advances in controllable text-to-image diffusion models, more concise research is now focusing on rendering text within synthetic images. Despite improvements in text rendering accuracy, the field of end-to-end poster generation remains underexplored. This complex task involves striking a balance between text rendering accuracy and automated layout to produce high-resolution images with variable aspect ratios. To tackle this challenge, we propose an end-to-end text rendering framework employing a triple cross-attention mechanism rooted in align learning, designed to create precise poster text within detailed contextual backgrounds. Additionally, we introduce a high-resolution dataset that exceeds 1024 pixels in image resolution. Our approach leverages the SDXL architecture. Extensive experiments validate the ability of our method to generate poster images featuring intricate and contextually rich backgrounds. Codes will be available at https://github.com/OPPO-Mente-Lab/GlyphDraw2.
RefineCoder: Iterative Improving of Large Language Models via Adaptive Critique Refinement for Code Generation
Code generation has attracted increasing attention with the rise of Large Language Models (LLMs). Many studies have developed powerful code LLMs by synthesizing code-related instruction data and applying supervised fine-tuning. However, these methods are limited by teacher model distillation and ignore the potential of iterative refinement by self-generated code. In this paper, we propose Adaptive Critique Refinement (ACR), which enables the model to refine itself by self-generated code and external critique, rather than directly imitating the code responses of the teacher model. Concretely, ACR includes a composite scoring system with LLM-as-a-Judge to evaluate the quality of code responses and a selective critique strategy with LLM-as-a-Critic to critique self-generated low-quality code responses. We develop the RefineCoder series by iteratively applying ACR, achieving continuous performance improvement on multiple code generation benchmarks. Compared to the baselines of the same size, our proposed RefineCoder series can achieve comparable or even superior performance using less data.
Stroke-based Neural Painting and Stylization with Dynamically Predicted Painting Region
Stroke-based rendering aims to recreate an image with a set of strokes. Most existing methods render complex images using an uniform-block-dividing strategy, which leads to boundary inconsistency artifacts. To solve the problem, we propose Compositional Neural Painter, a novel stroke-based rendering framework which dynamically predicts the next painting region based on the current canvas, instead of dividing the image plane uniformly into painting regions. We start from an empty canvas and divide the painting process into several steps. At each step, a compositor network trained with a phasic RL strategy first predicts the next painting region, then a painter network trained with a WGAN discriminator predicts stroke parameters, and a stroke renderer paints the strokes onto the painting region of the current canvas. Moreover, we extend our method to stroke-based style transfer with a novel differentiable distance transform loss, which helps preserve the structure of the input image during stroke-based stylization. Extensive experiments show our model outperforms the existing models in both stroke-based neural painting and stroke-based stylization. Code is available at https://github.com/sjtuplayer/Compositional_Neural_Painter
Material Palette: Extraction of Materials from a Single Image
In this paper, we propose a method to extract physically-based rendering (PBR) materials from a single real-world image. We do so in two steps: first, we map regions of the image to material concepts using a diffusion model, which allows the sampling of texture images resembling each material in the scene. Second, we benefit from a separate network to decompose the generated textures into Spatially Varying BRDFs (SVBRDFs), providing us with materials ready to be used in rendering applications. Our approach builds on existing synthetic material libraries with SVBRDF ground truth, but also exploits a diffusion-generated RGB texture dataset to allow generalization to new samples using unsupervised domain adaptation (UDA). Our contributions are thoroughly evaluated on synthetic and real-world datasets. We further demonstrate the applicability of our method for editing 3D scenes with materials estimated from real photographs. The code and models will be made open-source. Project page: https://astra-vision.github.io/MaterialPalette/
MixRT: Mixed Neural Representations For Real-Time NeRF Rendering
Neural Radiance Field (NeRF) has emerged as a leading technique for novel view synthesis, owing to its impressive photorealistic reconstruction and rendering capability. Nevertheless, achieving real-time NeRF rendering in large-scale scenes has presented challenges, often leading to the adoption of either intricate baked mesh representations with a substantial number of triangles or resource-intensive ray marching in baked representations. We challenge these conventions, observing that high-quality geometry, represented by meshes with substantial triangles, is not necessary for achieving photorealistic rendering quality. Consequently, we propose MixRT, a novel NeRF representation that includes a low-quality mesh, a view-dependent displacement map, and a compressed NeRF model. This design effectively harnesses the capabilities of existing graphics hardware, thus enabling real-time NeRF rendering on edge devices. Leveraging a highly-optimized WebGL-based rendering framework, our proposed MixRT attains real-time rendering speeds on edge devices (over 30 FPS at a resolution of 1280 x 720 on a MacBook M1 Pro laptop), better rendering quality (0.2 PSNR higher in indoor scenes of the Unbounded-360 datasets), and a smaller storage size (less than 80% compared to state-of-the-art methods).
The Good, the Bad, and the Missing: Neural Code Generation for Machine Learning Tasks
Machine learning (ML) has been increasingly used in a variety of domains, while solving ML programming tasks poses unique challenges because of the fundamentally different nature and construction from general programming tasks, especially for developers who do not have ML backgrounds. Automatic code generation that produces a code snippet from a natural language description can be a promising technique to accelerate ML programming tasks. In recent years, although many deep learning-based neural code generation models have been proposed with high accuracy, the fact that most of them are mainly evaluated on general programming tasks calls into question their effectiveness and usefulness in ML programming tasks. In this paper, we set out to investigate the effectiveness of existing neural code generation models on ML programming tasks. For our analysis, we select six state-of-the-art neural code generation models, and evaluate their performance on four widely used ML libraries, with newly-created 83K pairs of natural-language described ML programming tasks. Our empirical study reveals some good, bad, and missing aspects of neural code generation models on ML tasks, with a few major ones listed below. (Good) Neural code generation models perform significantly better on ML tasks than on non-ML tasks. (Bad) Most of the generated code is semantically incorrect. (Bad) Code generation models cannot significantly improve developers' completion time. (Good) The generated code can help developers write more correct code by providing developers with clues for using correct APIs. (Missing) The observation from our user study reveals the missing aspects of code generation for ML tasks, e.g., decomposing code generation for divide-and-conquer into two tasks: API sequence identification and API usage generation.
CODEPROMPTZIP: Code-specific Prompt Compression for Retrieval-Augmented Generation in Coding Tasks with LMs
Retrieval-Augmented Generation (RAG) enhances coding tasks by incorporating retrieved code examples into prompts. However, lengthy prompts, often exceeding tens of thousands of tokens, introduce challenges related to limited context windows of language models (LMs) and high computational costs. Existing prompt compression techniques focus on natural language, lacking tailored solutions for code. To address the gap, we propose CodePromptZip, a framework that compresses code examples before integrating into RAG workflows. Our framework employs a type-aware, priority-driven strategy to construct training samples for training code compression model. By using program analysis, we identify token types (e.g., Identifier) and perform ablation analysis to rank their removal priorities based on their impact on task performance. We then train a small LM as the compressor on these samples, enabling flexible compression conditioned on specified ratios while minimizing performance degradation. Specially, the compressor is augmented with a copy mechanism, allowing tokens to be directly copied from the original code snippets. Evaluation results show that CodePromptZip surpasses SOTA entropy-based and distillation-based baselines, improving by 23.4%, 28.7%, and 8.7% over the best baseline for Assertion Generation, Bugs2Fix, and Code Suggestion, respectively.
InteractiveVideo: User-Centric Controllable Video Generation with Synergistic Multimodal Instructions
We introduce InteractiveVideo, a user-centric framework for video generation. Different from traditional generative approaches that operate based on user-provided images or text, our framework is designed for dynamic interaction, allowing users to instruct the generative model through various intuitive mechanisms during the whole generation process, e.g. text and image prompts, painting, drag-and-drop, etc. We propose a Synergistic Multimodal Instruction mechanism, designed to seamlessly integrate users' multimodal instructions into generative models, thus facilitating a cooperative and responsive interaction between user inputs and the generative process. This approach enables iterative and fine-grained refinement of the generation result through precise and effective user instructions. With InteractiveVideo, users are given the flexibility to meticulously tailor key aspects of a video. They can paint the reference image, edit semantics, and adjust video motions until their requirements are fully met. Code, models, and demo are available at https://github.com/invictus717/InteractiveVideo
Outline, Then Details: Syntactically Guided Coarse-To-Fine Code Generation
For a complicated algorithm, its implementation by a human programmer usually starts with outlining a rough control flow followed by iterative enrichments, eventually yielding carefully generated syntactic structures and variables in a hierarchy. However, state-of-the-art large language models generate codes in a single pass, without intermediate warm-ups to reflect the structured thought process of "outline-then-detail". Inspired by the recent success of chain-of-thought prompting, we propose ChainCoder, a program synthesis language model that generates Python code progressively, i.e. from coarse to fine in multiple passes. We first decompose source code into layout frame components and accessory components via abstract syntax tree parsing to construct a hierarchical representation. We then reform our prediction target into a multi-pass objective, each pass generates a subsequence, which is concatenated in the hierarchy. Finally, a tailored transformer architecture is leveraged to jointly encode the natural language descriptions and syntactically aligned I/O data samples. Extensive evaluations show that ChainCoder outperforms state-of-the-arts, demonstrating that our progressive generation eases the reasoning procedure and guides the language model to generate higher-quality solutions. Our codes are available at: https://github.com/VITA-Group/ChainCoder.
Type-R: Automatically Retouching Typos for Text-to-Image Generation
While recent text-to-image models can generate photorealistic images from text prompts that reflect detailed instructions, they still face significant challenges in accurately rendering words in the image. In this paper, we propose to retouch erroneous text renderings in the post-processing pipeline. Our approach, called Type-R, identifies typographical errors in the generated image, erases the erroneous text, regenerates text boxes for missing words, and finally corrects typos in the rendered words. Through extensive experiments, we show that Type-R, in combination with the latest text-to-image models such as Stable Diffusion or Flux, achieves the highest text rendering accuracy while maintaining image quality and also outperforms text-focused generation baselines in terms of balancing text accuracy and image quality.
RLCoder: Reinforcement Learning for Repository-Level Code Completion
Repository-level code completion aims to generate code for unfinished code snippets within the context of a specified repository. Existing approaches mainly rely on retrieval-augmented generation strategies due to limitations in input sequence length. However, traditional lexical-based retrieval methods like BM25 struggle to capture code semantics, while model-based retrieval methods face challenges due to the lack of labeled data for training. Therefore, we propose RLCoder, a novel reinforcement learning framework, which can enable the retriever to learn to retrieve useful content for code completion without the need for labeled data. Specifically, we iteratively evaluate the usefulness of retrieved content based on the perplexity of the target code when provided with the retrieved content as additional context, and provide feedback to update the retriever parameters. This iterative process enables the retriever to learn from its successes and failures, gradually improving its ability to retrieve relevant and high-quality content. Considering that not all situations require information beyond code files and not all retrieved context is helpful for generation, we also introduce a stop signal mechanism, allowing the retriever to decide when to retrieve and which candidates to retain autonomously. Extensive experimental results demonstrate that RLCoder consistently outperforms state-of-the-art methods on CrossCodeEval and RepoEval, achieving 12.2% EM improvement over previous methods. Moreover, experiments show that our framework can generalize across different programming languages and further improve previous methods like RepoCoder. We provide the code and data at https://github.com/DeepSoftwareAnalytics/RLCoder.
Towards Foundational AI Models for Additive Manufacturing: Language Models for G-Code Debugging, Manipulation, and Comprehension
3D printing or additive manufacturing is a revolutionary technology that enables the creation of physical objects from digital models. However, the quality and accuracy of 3D printing depend on the correctness and efficiency of the G-code, a low-level numerical control programming language that instructs 3D printers how to move and extrude material. Debugging G-code is a challenging task that requires a syntactic and semantic understanding of the G-code format and the geometry of the part to be printed. In this paper, we present the first extensive evaluation of six state-of-the-art foundational large language models (LLMs) for comprehending and debugging G-code files for 3D printing. We design effective prompts to enable pre-trained LLMs to understand and manipulate G-code and test their performance on various aspects of G-code debugging and manipulation, including detection and correction of common errors and the ability to perform geometric transformations. We analyze their strengths and weaknesses for understanding complete G-code files. We also discuss the implications and limitations of using LLMs for G-code comprehension.
ComPile: A Large IR Dataset from Production Sources
Code is increasingly becoming a core data modality of modern machine learning research impacting not only the way we write code with conversational agents like OpenAI's ChatGPT, Google's Bard, or Anthropic's Claude, the way we translate code from one language into another, but also the compiler infrastructure underlying the language. While modeling approaches may vary and representations differ, the targeted tasks often remain the same within the individual classes of models. Relying solely on the ability of modern models to extract information from unstructured code does not take advantage of 70 years of programming language and compiler development by not utilizing the structure inherent to programs in the data collection. This detracts from the performance of models working over a tokenized representation of input code and precludes the use of these models in the compiler itself. To work towards the first intermediate representation (IR) based models, we fully utilize the LLVM compiler infrastructure, shared by a number of languages, to generate a 182B token dataset of LLVM IR. We generated this dataset from programming languages built on the shared LLVM infrastructure, including Rust, Swift, Julia, and C/C++, by hooking into LLVM code generation either through the language's package manager or the compiler directly to extract the dataset of intermediate representations from production grade programs. Statistical analysis proves the utility of our dataset not only for large language model training, but also for the introspection into the code generation process itself with the dataset showing great promise for machine-learned compiler components.
Granite Code Models: A Family of Open Foundation Models for Code Intelligence
Large Language Models (LLMs) trained on code are revolutionizing the software development process. Increasingly, code LLMs are being integrated into software development environments to improve the productivity of human programmers, and LLM-based agents are beginning to show promise for handling complex tasks autonomously. Realizing the full potential of code LLMs requires a wide range of capabilities, including code generation, fixing bugs, explaining and documenting code, maintaining repositories, and more. In this work, we introduce the Granite series of decoder-only code models for code generative tasks, trained with code written in 116 programming languages. The Granite Code models family consists of models ranging in size from 3 to 34 billion parameters, suitable for applications ranging from complex application modernization tasks to on-device memory-constrained use cases. Evaluation on a comprehensive set of tasks demonstrates that Granite Code models consistently reaches state-of-the-art performance among available open-source code LLMs. The Granite Code model family was optimized for enterprise software development workflows and performs well across a range of coding tasks (e.g. code generation, fixing and explanation), making it a versatile all around code model. We release all our Granite Code models under an Apache 2.0 license for both research and commercial use.
PanGu-Coder2: Boosting Large Language Models for Code with Ranking Feedback
Large Language Models for Code (Code LLM) are flourishing. New and powerful models are released on a weekly basis, demonstrating remarkable performance on the code generation task. Various approaches have been proposed to boost the code generation performance of pre-trained Code LLMs, such as supervised fine-tuning, instruction tuning, reinforcement learning, etc. In this paper, we propose a novel RRTF (Rank Responses to align Test&Teacher Feedback) framework, which can effectively and efficiently boost pre-trained large language models for code generation. Under this framework, we present PanGu-Coder2, which achieves 62.20% pass@1 on the OpenAI HumanEval benchmark. Furthermore, through an extensive evaluation on CoderEval and LeetCode benchmarks, we show that PanGu-Coder2 consistently outperforms all previous Code LLMs.
Let the Code LLM Edit Itself When You Edit the Code
In this work, we investigate a typical scenario in code generation where a developer edits existing code in real time and requests a code assistant, e.g., a large language model, to re-predict the next token or next line on the fly. Naively, the LLM needs to re-encode the entire KV cache to provide an accurate prediction. However, this process is computationally expensive, especially when the sequence length is long. Simply encoding the edited subsequence and integrating it to the original KV cache meets the temporal confusion problem, leading to significantly worse performance. We address this efficiency and accuracy trade-off by introducing \textbf{Positional \textbf{Integrity Encoding} (PIE). Building upon the rotary positional encoding, PIE first removes the rotary matrices in the Key cache that introduce temporal confusion and then reapplies the correct rotary matrices. This process ensures that positional relationships between tokens are correct and requires only a single round of matrix multiplication. We validate the effectiveness of PIE through extensive experiments on the RepoBench-C-8k dataset, utilizing DeepSeek-Coder models with 1.3B, 6.7B, and 33B parameters. Our evaluation includes three real-world coding tasks: code insertion, code deletion, and multi-place code editing. Results demonstrate that PIE reduces computational overhead by over 85% compared to the standard full recomputation approach across all model sizes and tasks while well approximating the model performance.
RepoFusion: Training Code Models to Understand Your Repository
Despite the huge success of Large Language Models (LLMs) in coding assistants like GitHub Copilot, these models struggle to understand the context present in the repository (e.g., imports, parent classes, files with similar names, etc.), thereby producing inaccurate code completions. This effect is more pronounced when using these assistants for repositories that the model has not seen during training, such as proprietary software or work-in-progress code projects. Recent work has shown the promise of using context from the repository during inference. In this work, we extend this idea and propose RepoFusion, a framework to train models to incorporate relevant repository context. Experiments on single-line code completion show that our models trained with repository context significantly outperform much larger code models as CodeGen-16B-multi (sim73times larger) and closely match the performance of the sim 70times larger StarCoderBase model that was trained with the Fill-in-the-Middle objective. We find these results to be a novel and compelling demonstration of the gains that training with repository context can bring. We carry out extensive ablation studies to investigate the impact of design choices such as context type, number of contexts, context length, and initialization within our framework. Lastly, we release Stack-Repo, a dataset of 200 Java repositories with permissive licenses and near-deduplicated files that are augmented with three types of repository contexts. Additionally, we are making available the code and trained checkpoints for our work. Our released resources can be found at https://huggingface.co/RepoFusion.
Out of the BLEU: how should we assess quality of the Code Generation models?
In recent years, researchers have created and introduced a significant number of various code generation models. As human evaluation of every new model version is unfeasible, the community adopted automatic evaluation metrics such as BLEU to approximate the results of human judgement. These metrics originate from the machine translation domain and it is unclear whether they are applicable for the code generation tasks and how well they agree with the human evaluation on this task. There are also other metrics, CodeBLEU and RUBY, developed to estimate the similarity of code, that take into account the properties of source code. However, for these metrics there are hardly any studies on their agreement with the human evaluation. Despite all that, minimal differences in the metric scores have been used in recent papers to claim superiority of some code generation models over the others. In this paper, we present a study on the applicability of six metrics -- BLEU, ROUGE-L, METEOR, ChrF, CodeBLEU, and RUBY -- for evaluation of code generation models. We conduct a study on two different code generation datasets and use human annotators to assess the quality of all models run on these datasets. The results indicate that for the CoNaLa dataset of Python one-liners, none of the metrics can correctly emulate human judgement on which model is better with >95% certainty if the difference in model scores is less than 5 points. For the HearthStone dataset, which consists of classes of a particular structure, a difference in model scores of at least 2 points is enough to claim the superiority of one model over the other. Our findings suggest that the ChrF metric is a better fit for the evaluation of code generation models than the commonly used BLEU and CodeBLEU. Yet, finding a metric for code generation that closely agrees with humans requires additional work.
Stable Code Technical Report
We introduce Stable Code, the first in our new-generation of code language models series, which serves as a general-purpose base code language model targeting code completion, reasoning, math, and other software engineering-based tasks. Additionally, we introduce an instruction variant named Stable Code Instruct that allows conversing with the model in a natural chat interface for performing question-answering and instruction-based tasks. In this technical report, we detail the data and training procedure leading to both models. Their weights are available via Hugging Face for anyone to download and use at https://huggingface.co/stabilityai/stable-code-3b and https://huggingface.co/stabilityai/stable-code-instruct-3b. This report contains thorough evaluations of the models, including multilingual programming benchmarks, and the MT benchmark focusing on multi-turn dialogues. At the time of its release, Stable Code is the state-of-the-art open model under 3B parameters and even performs comparably to larger models of sizes 7 billion and 15 billion parameters on the popular Multi-PL benchmark. Stable Code Instruct also exhibits state-of-the-art performance on the MT-Bench coding tasks and on Multi-PL completion compared to other instruction tuned models. Given its appealing small size, we also provide throughput measurements on a number of edge devices. In addition, we open source several quantized checkpoints and provide their performance metrics compared to the original model.
Creative Problem Solving in Large Language and Vision Models -- What Would it Take?
We advocate for a strong integration of Computational Creativity (CC) with research in large language and vision models (LLVMs) to address a key limitation of these models, i.e., creative problem solving. We present preliminary experiments showing how CC principles can be applied to address this limitation. Our goal is to foster discussions on creative problem solving in LLVMs and CC at prestigious ML venues. Our code is available at: https://github.com/lnairGT/creative-problem-solving-LLMs
LLM4VV: Developing LLM-Driven Testsuite for Compiler Validation
Large language models (LLMs) are a new and powerful tool for a wide span of applications involving natural language and demonstrate impressive code generation abilities. In this paper, we explore the capabilitity of state-of-the-art LLMs, including closed-source options like OpenAI GPT-4 and open-source alternatives like Meta AI Codellama, to automatically generate tests and use these tests to validate and verify compiler implementations of a directive-based programming paradigm, OpenACC. Our approach entails exploring various prompt engineering techniques including a code template, retrieval-augmented generation (RAG) with code template, expressive prompt using RAG with code template, one-shot example, and RAG with one-shot example. This paper focusses on (a) exploring the capabilities of the latest LLMs for code generation, (b) investigating prompt and fine tuning methods, and (c) analyzing the outcome of LLMs generated tests
Beyond Correctness: Benchmarking Multi-dimensional Code Generation for Large Language Models
In recent years, researchers have proposed numerous benchmarks to evaluate the impressive coding capabilities of large language models (LLMs). However, existing benchmarks primarily focus on assessing the correctness of code generated by LLMs, while neglecting other critical dimensions that also significantly impact code quality. Therefore, this paper proposes the RACE benchmark, which comprehensively evaluates the quality of code generated by LLMs across 4 dimensions: Readability, mAintainability, Correctness, and Efficiency. Specifically, considering the demand-dependent nature of dimensions beyond correctness, we design various types of user requirements for each dimension to assess the model's ability to generate correct code that also meets user demands. We evaluate 18 representative LLMs on RACE and find that: 1) the current LLMs' ability to generate high-quality code on demand does not yet meet the requirements of software development; 2) readability serves as a critical indicator of the overall quality of generated code; 3) most LLMs exhibit an inherent preference for specific coding style. These findings can help researchers gain a deeper understanding of the coding capabilities of current LLMs and shed light on future directions for model improvement.
Private-Library-Oriented Code Generation with Large Language Models
Large language models (LLMs), such as Codex and GPT-4, have recently showcased their remarkable code generation abilities, facilitating a significant boost in coding efficiency. This paper will delve into utilizing LLMs for code generation in private libraries, as they are widely employed in everyday programming. Despite their remarkable capabilities, generating such private APIs poses a formidable conundrum for LLMs, as they inherently lack exposure to these private libraries during pre-training. To address this challenge, we propose a novel framework that emulates the process of programmers writing private code. This framework comprises two modules: APIFinder first retrieves potentially useful APIs from API documentation; and APICoder then leverages these retrieved APIs to generate private code. Specifically, APIFinder employs vector retrieval techniques and allows user involvement in the retrieval process. For APICoder, it can directly utilize off-the-shelf code generation models. To further cultivate explicit proficiency in invoking APIs from prompts, we continuously pre-train a reinforced version of APICoder, named CodeGenAPI. Our goal is to train the above two modules on vast public libraries, enabling generalization to private ones. Meanwhile, we create four private library benchmarks, including TorchDataEval, TorchDataComplexEval, MonkeyEval, and BeatNumEval, and meticulously handcraft test cases for each benchmark to support comprehensive evaluations. Numerous experiments on the four benchmarks consistently affirm the effectiveness of our approach. Furthermore, deeper analysis is also conducted to glean additional insights.
Measuring Coding Challenge Competence With APPS
While programming is one of the most broadly applicable skills in modern society, modern machine learning models still cannot code solutions to basic problems. Despite its importance, there has been surprisingly little work on evaluating code generation, and it can be difficult to accurately assess code generation performance rigorously. To meet this challenge, we introduce APPS, a benchmark for code generation. Unlike prior work in more restricted settings, our benchmark measures the ability of models to take an arbitrary natural language specification and generate satisfactory Python code. Similar to how companies assess candidate software developers, we then evaluate models by checking their generated code on test cases. Our benchmark includes 10,000 problems, which range from having simple one-line solutions to being substantial algorithmic challenges. We fine-tune large language models on both GitHub and our training set, and we find that the prevalence of syntax errors is decreasing exponentially as models improve. Recent models such as GPT-Neo can pass approximately 20% of the test cases of introductory problems, so we find that machine learning models are now beginning to learn how to code. As the social significance of automatic code generation increases over the coming years, our benchmark can provide an important measure for tracking advancements.
FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding
We propose FlashAvatar, a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a consumer-grade GPU. To achieve this, we maintain a uniform 3D Gaussian field embedded in the surface of a parametric face model and learn extra spatial offset to model non-surface regions and subtle facial details. While full use of geometric priors can capture high-frequency facial details and preserve exaggerated expressions, proper initialization can help reduce the number of Gaussians, thus enabling super-fast rendering speed. Extensive experimental results demonstrate that FlashAvatar outperforms existing works regarding visual quality and personalized details and is almost an order of magnitude faster in rendering speed. Project page: https://ustc3dv.github.io/FlashAvatar/
Unaligned 2D to 3D Translation with Conditional Vector-Quantized Code Diffusion using Transformers
Generating 3D images of complex objects conditionally from a few 2D views is a difficult synthesis problem, compounded by issues such as domain gap and geometric misalignment. For instance, a unified framework such as Generative Adversarial Networks cannot achieve this unless they explicitly define both a domain-invariant and geometric-invariant joint latent distribution, whereas Neural Radiance Fields are generally unable to handle both issues as they optimize at the pixel level. By contrast, we propose a simple and novel 2D to 3D synthesis approach based on conditional diffusion with vector-quantized codes. Operating in an information-rich code space enables high-resolution 3D synthesis via full-coverage attention across the views. Specifically, we generate the 3D codes (e.g. for CT images) conditional on previously generated 3D codes and the entire codebook of two 2D views (e.g. 2D X-rays). Qualitative and quantitative results demonstrate state-of-the-art performance over specialized methods across varied evaluation criteria, including fidelity metrics such as density, coverage, and distortion metrics for two complex volumetric imagery datasets from in real-world scenarios.
Slice-100K: A Multimodal Dataset for Extrusion-based 3D Printing
G-code (Geometric code) or RS-274 is the most widely used computer numerical control (CNC) and 3D printing programming language. G-code provides machine instructions for the movement of the 3D printer, especially for the nozzle, stage, and extrusion of material for extrusion-based additive manufacturing. Currently there does not exist a large repository of curated CAD models along with their corresponding G-code files for additive manufacturing. To address this issue, we present SLICE-100K, a first-of-its-kind dataset of over 100,000 G-code files, along with their tessellated CAD model, LVIS (Large Vocabulary Instance Segmentation) categories, geometric properties, and renderings. We build our dataset from triangulated meshes derived from Objaverse-XL and Thingi10K datasets. We demonstrate the utility of this dataset by finetuning GPT-2 on a subset of the dataset for G-code translation from a legacy G-code format (Sailfish) to a more modern, widely used format (Marlin). SLICE-100K will be the first step in developing a multimodal foundation model for digital manufacturing.
MultiPL-E: A Scalable and Extensible Approach to Benchmarking Neural Code Generation
Large language models have demonstrated the ability to generate both natural language and programming language text. Such models open up the possibility of multi-language code generation: could code generation models generalize knowledge from one language to another? Although contemporary code generation models can generate semantically correct Python code, little is known about their abilities with other languages. We propose MultiPL-E, a system for translating unit test-driven code generation benchmarks to new languages. We create the first massively multilingual code generation benchmark by using MultiPL-E to translate two popular Python code generation benchmarks to 18 additional programming languages. We use MultiPL-E to extend the HumanEval benchmark and MBPP benchmark to 18 languages that encompass a range of programming paradigms and popularity. Using these new parallel benchmarks, we evaluate the multi-language performance of three state-of-the-art code generation models: Codex, CodeGen, and InCoder. We find that Codex matches or even exceeds its performance on Python for several other languages. The range of programming languages represented in MultiPL-E allow us to explore the impact of language frequency and language features on model performance. Finally, the MultiPL-E approach of compiling code generation benchmarks to new programming languages is both scalable and extensible, making it straightforward to evaluate new models, benchmarks, and languages.
CRAFT: Customizing LLMs by Creating and Retrieving from Specialized Toolsets
Large language models (LLMs) are often augmented with tools to solve complex tasks. By generating code snippets and executing them through task-specific Application Programming Interfaces (APIs), they can offload certain functions to dedicated external modules, such as image encoding and performing calculations. However, most existing approaches to augment LLMs with tools are constrained by general-purpose APIs and lack the flexibility for tailoring them to specific tasks. In this work, we present CRAFT, a general tool creation and retrieval framework for LLMs. It creates toolsets specifically curated for the tasks and equips LLMs with a component that retrieves tools from these sets to enhance their capability to solve complex tasks. For each task, we collect specific code solutions by prompting GPT-4 to solve the training examples. Following a validation step ensuring the correctness, these solutions are abstracted into code snippets to enhance reusability, and deduplicated for higher quality. At inference time, the language model retrieves snippets from the toolsets and then executes them or generates the output conditioning on the retrieved snippets. Our method is designed to be flexible and offers a plug-and-play approach to adapt off-the-shelf LLMs to unseen domains and modalities, without any finetuning. Experiments on vision-language, tabular processing, and mathematical reasoning tasks show that our approach achieves substantial improvements compared to strong baselines. In addition, our in-depth analysis reveals that: (1) consistent performance improvement can be achieved by scaling up the number of tools and the capability of the backbone models; (2) each component of our approach contributes to the performance gains; (3) the created tools are well-structured and reliable with low complexity and atomicity. The code is available at https://github.com/lifan-yuan/CRAFT.
Vision language models are blind
Large language models with vision capabilities (VLMs), e.g., GPT-4o and Gemini 1.5 Pro are powering countless image-text applications and scoring high on many vision-understanding benchmarks. Yet, we find that VLMs fail on 7 visual tasks absurdly easy to humans such as identifying (a) whether two circles overlap; (b) whether two lines intersect; (c) which letter is being circled in a word; and (d) counting the number of circles in a Olympic-like logo. The shockingly poor performance of four state-of-the-art VLMs suggests their vision is, at best, like of a person with myopia seeing fine details as blurry, and at worst, like an intelligent person that is blind making educated guesses. Code is available at: https://vlmsareblind.github.io/
In-Context Edit: Enabling Instructional Image Editing with In-Context Generation in Large Scale Diffusion Transformer
Instruction-based image editing enables robust image modification via natural language prompts, yet current methods face a precision-efficiency tradeoff. Fine-tuning methods demand significant computational resources and large datasets, while training-free techniques struggle with instruction comprehension and edit quality. We resolve this dilemma by leveraging large-scale Diffusion Transformer (DiT)' enhanced generation capacity and native contextual awareness. Our solution introduces three contributions: (1) an in-context editing framework for zero-shot instruction compliance using in-context prompting, avoiding structural changes; (2) a LoRA-MoE hybrid tuning strategy that enhances flexibility with efficient adaptation and dynamic expert routing, without extensive retraining; and (3) an early filter inference-time scaling method using vision-language models (VLMs) to select better initial noise early, improving edit quality. Extensive evaluations demonstrate our method's superiority: it outperforms state-of-the-art approaches while requiring only 0.5% training data and 1% trainable parameters compared to conventional baselines. This work establishes a new paradigm that enables high-precision yet efficient instruction-guided editing. Codes and demos can be found in https://river-zhang.github.io/ICEdit-gh-pages/.
CodeCompose: A Large-Scale Industrial Deployment of AI-assisted Code Authoring
The rise of large language models (LLMs) has unlocked various applications of this technology in software development. In particular, generative LLMs have been shown to effectively power AI-based code authoring tools that can suggest entire statements or blocks of code during code authoring. In this paper we present CodeCompose, an AI-assisted code authoring tool developed and deployed at Meta internally. CodeCompose is based on the InCoder LLM that merges generative capabilities with bi-directionality. We have scaled up CodeCompose to serve tens of thousands of developers at Meta, across 10+ programming languages and several coding surfaces. We discuss unique challenges in terms of user experience and metrics that arise when deploying such tools in large-scale industrial settings. We present our experience in making design decisions about the model and system architecture for CodeCompose that addresses these challenges. Finally, we present metrics from our large-scale deployment of CodeCompose that shows its impact on Meta's internal code authoring experience over a 15-day time window, where 4.5 million suggestions were made by CodeCompose. Quantitative metrics reveal that (i) CodeCompose has an acceptance rate of 22% across several languages, and (ii) 8% of the code typed by users of CodeCompose is through accepting code suggestions from CodeCompose. Qualitative feedback indicates an overwhelming 91.5% positive reception for CodeCompose. In addition to assisting with code authoring, CodeCompose is also introducing other positive side effects such as encouraging developers to generate more in-code documentation, helping them with the discovery of new APIs, etc.
Repoformer: Selective Retrieval for Repository-Level Code Completion
Recent advances in retrieval-augmented generation (RAG) have initiated a new era in repository-level code completion. However, the invariable use of retrieval in existing methods exposes issues in both efficiency and robustness, with a large proportion of the retrieved contexts proving unhelpful or harmful to code language models (code LMs). In this paper, we propose a selective RAG framework to avoid retrieval when unnecessary. To power this framework, we design a self-supervised learning approach to enable a code LM to accurately self-evaluate whether retrieval can improve its output quality and robustly leverage the potentially noisy retrieved contexts. Using this LM as both the selective RAG policy and the generation model, our framework achieves state-of-the-art repository-level code completion performance on diverse benchmarks including RepoEval, CrossCodeEval, and CrossCodeLongEval, a new long-form code completion benchmark. Meanwhile, our analyses show that selectively retrieving brings as much as 70% inference speedup in the online serving setting without harming the performance. We further demonstrate that our framework is able to accommodate different generation models, retrievers, and programming languages. These advancements position our framework as an important step towards more accurate and efficient repository-level code completion.
CoCoSoDa: Effective Contrastive Learning for Code Search
Code search aims to retrieve semantically relevant code snippets for a given natural language query. Recently, many approaches employing contrastive learning have shown promising results on code representation learning and greatly improved the performance of code search. However, there is still a lot of room for improvement in using contrastive learning for code search. In this paper, we propose CoCoSoDa to effectively utilize contrastive learning for code search via two key factors in contrastive learning: data augmentation and negative samples. Specifically, soft data augmentation is to dynamically masking or replacing some tokens with their types for input sequences to generate positive samples. Momentum mechanism is used to generate large and consistent representations of negative samples in a mini-batch through maintaining a queue and a momentum encoder. In addition, multimodal contrastive learning is used to pull together representations of code-query pairs and push apart the unpaired code snippets and queries. We conduct extensive experiments to evaluate the effectiveness of our approach on a large-scale dataset with six programming languages. Experimental results show that: (1) CoCoSoDa outperforms 14 baselines and especially exceeds CodeBERT, GraphCodeBERT, and UniXcoder by 13.3%, 10.5%, and 5.9% on average MRR scores, respectively. (2) The ablation studies show the effectiveness of each component of our approach. (3) We adapt our techniques to several different pre-trained models such as RoBERTa, CodeBERT, and GraphCodeBERT and observe a significant boost in their performance in code search. (4) Our model performs robustly under different hyper-parameters. Furthermore, we perform qualitative and quantitative analyses to explore reasons behind the good performance of our model.
RepoST: Scalable Repository-Level Coding Environment Construction with Sandbox Testing
We present RepoST, a scalable method to construct environments that provide execution feedback for repository-level code generation for both training and evaluation. Unlike existing works that aim to build entire repositories for execution, which is challenging for both human and LLMs, we provide execution feedback with sandbox testing, which isolates a given target function and its dependencies to a separate script for testing. Sandbox testing reduces the complexity of external dependencies and enables constructing environments at a large scale. We use our method to construct RepoST-Train, a large-scale train set with 7,415 functions from 832 repositories. Training with the execution feedback provided by RepoST-Train leads to a performance gain of 5.5% Pass@1 on HumanEval and 3.5% Pass@1 on RepoEval. We also build an evaluation dataset, RepoST-Eval, and benchmark 12 code generation models.
ComFormer: Code Comment Generation via Transformer and Fusion Method-based Hybrid Code Representation
Developers often write low-quality code comments due to the lack of programming experience, which can reduce the efficiency of developers program comprehension. Therefore, developers hope that code comment generation tools can be developed to illustrate the functionality and purpose of the code. Recently, researchers mainly model this problem as the neural machine translation problem and tend to use deep learning-based methods. In this study, we propose a novel method ComFormer based on Transformer and fusion method-based hybrid code presentation. Moreover, to alleviate OOV (out-of-vocabulary) problem and speed up model training, we further utilize the Byte-BPE algorithm to split identifiers and Sim_SBT method to perform AST Traversal. We compare ComFormer with seven state-of-the-art baselines from code comment generation and neural machine translation domains. Comparison results show the competitiveness of ComFormer in terms of three performance measures. Moreover, we perform a human study to verify that ComFormer can generate high-quality comments.
Code Representation Learning At Scale
Recent studies have shown that code language models at scale demonstrate significant performance gains on downstream tasks, i.e., code generation. However, most of the existing works on code representation learning train models at a hundred million parameter scale using very limited pretraining corpora. In this work, we fuel code representation learning with a vast amount of code data via a two-stage pretraining scheme. We first train the encoders via a mix that leverages both randomness in masking language modeling and the structure aspect of programming language. We then enhance the representations via contrastive learning with hard negative and hard positive constructed in an unsupervised manner. We establish an off-the-shelf encoder model that persistently outperforms the existing models on a wide variety of downstream tasks by large margins. To comprehend the factors contributing to successful code representation learning, we conduct detailed ablations and share our findings on (i) a customized and effective token-level denoising scheme for source code; (ii) the importance of hard negatives and hard positives; (iii) how the proposed bimodal contrastive learning boost the cross-lingual semantic search performance; and (iv) how the pretraining schemes decide the downstream task performance scales with the model size.
CodeT: Code Generation with Generated Tests
The task of generating code solutions for a given programming problem can benefit from the use of pre-trained language models such as Codex, which can produce multiple diverse samples. However, a major challenge for this task is to select the most appropriate solution from the multiple samples generated by the pre-trained language models. A natural way to evaluate the quality and correctness of a code solution is to run it against a set of test cases, but the manual creation of such test cases is often costly and time-consuming. In this paper, we propose a novel method, CodeT, that leverages the same pre-trained language models to automatically generate test cases for the code samples, thus reducing the human effort and increasing the coverage of the test scenarios. CodeT then executes the code samples using the generated test cases, and performs a dual execution agreement, which considers both the consistency of the outputs against the generated test cases and the agreement of the outputs with other code samples. We conduct comprehensive experiments on four benchmarks, HumanEval, MBPP, APPS and CodeContests, using five different pre-trained language models with varying sizes and capabilities. Our results show that CodeT can significantly improve the performance of code solution selection over previous methods, achieving remarkable and consistent gains across different models and benchmarks. For instance, CodeT improves the pass@1 metric on HumanEval to 65.8%, which represents an absolute improvement of 18.8% over the code-davinci-002 model, and an absolute improvement of more than 20% over the previous state-of-the-art results.
REFRAME: Reflective Surface Real-Time Rendering for Mobile Devices
This work tackles the challenging task of achieving real-time novel view synthesis for reflective surfaces across various scenes. Existing real-time rendering methods, especially those based on meshes, often have subpar performance in modeling surfaces with rich view-dependent appearances. Our key idea lies in leveraging meshes for rendering acceleration while incorporating a novel approach to parameterize view-dependent information. We decompose the color into diffuse and specular, and model the specular color in the reflected direction based on a neural environment map. Our experiments demonstrate that our method achieves comparable reconstruction quality for highly reflective surfaces compared to state-of-the-art offline methods, while also efficiently enabling real-time rendering on edge devices such as smartphones.
How Well Do LLMs Generate Code for Different Application Domains? Benchmark and Evaluation
Recently, an increasing number of AI-driven programming assistants powered by code LLMs have been integrated into various real-world software development environments, significantly boosting developer productivity. However, existing code generation benchmarks primarily focus on general-purpose scenarios, leaving the code generation performance of LLMs for specific application domains largely unknown. In this paper, we introduce a new benchmark, MultiCodeBench, to fill this gap. MultiCodeBench comprises 2,400 programming tasks, covering 12 popular software development domains and 15 programming languages. Specifically, we perform in-depth research to identify these 12 application domains. Given that each domain may involve multiple technical frameworks, and that different frameworks present distinct challenges in the coding process, we categorize the commonly used frameworks and platforms within each domain. We then sample programming problems from GitHub repositories related to these subdomains. To ensure the quality of the tasks and mitigate data leakage issues, we invite annotators to rewrite the docstrings for each task in MultiCodeBench. Additionally, we build a static analysis-based dependency parsing tool to extract the dependencies in the ground truth for each task, enabling deeper performance analysis. Through extensive experiments on MultiCodeBench with eleven representative mainstream LLMs, we reveal the code generation performance of the LLMs across different application domains, providing practical insights for developers in downstream fields when selecting LLMs. Furthermore, we analyze the reasons behind the models' failures in completing software application development tasks, offering guidance for model developers to enhance domain-specific code generation capabilities.
RayTracer.jl: A Differentiable Renderer that supports Parameter Optimization for Scene Reconstruction
In this paper, we present RayTracer.jl, a renderer in Julia that is fully differentiable using source-to-source Automatic Differentiation (AD). This means that RayTracer not only renders 2D images from 3D scene parameters, but it can be used to optimize for model parameters that generate a target image in a Differentiable Programming (DP) pipeline. We interface our renderer with the deep learning library Flux for use in combination with neural networks. We demonstrate the use of this differentiable renderer in rendering tasks and in solving inverse graphics problems.
Are Decoder-Only Large Language Models the Silver Bullet for Code Search?
Code search is crucial for code reuse, enabling developers to efficiently locate relevant snippets. Current methods rely on encoder-based models, which suffer from limitations such as poor generalization and restricted input lengths. Decoder-only large language models (LLMs), with their extensive pre-training, larger size, and longer input capabilities, offer potential solutions to these issues, yet their effectiveness in code search remains underexplored. To fill this gap, our study presents the first systematic exploration of decoder-only LLMs for code search. We evaluate nine state-of-the-art decoder-only models using two fine-tuning methods, two datasets (CSN and CoSQA^+), and three model sizes. Our findings reveal that fine-tuned CodeGemma significantly outperforms encoder-only models like UniXcoder, achieving a 5.57% improvement in MRR on CSN and a 49.6% increase in MAP on CoSQA^+ compared to zero-shot UniXcoder. These results highlight the superior performance and adaptability of decoder-only models. Additionally, we provide valuable insights into optimizing these models for code search, covering aspects such as model selection, fine-tuning methods, training data, and model size, and discussing their strengths and limitations.
Towards Efficient Fine-tuning of Pre-trained Code Models: An Experimental Study and Beyond
Recently, fine-tuning pre-trained code models such as CodeBERT on downstream tasks has achieved great success in many software testing and analysis tasks. While effective and prevalent, fine-tuning the pre-trained parameters incurs a large computational cost. In this paper, we conduct an extensive experimental study to explore what happens to layer-wise pre-trained representations and their encoded code knowledge during fine-tuning. We then propose efficient alternatives to fine-tune the large pre-trained code model based on the above findings. Our experimental study shows that (1) lexical, syntactic and structural properties of source code are encoded in the lower, intermediate, and higher layers, respectively, while the semantic property spans across the entire model. (2) The process of fine-tuning preserves most of the code properties. Specifically, the basic code properties captured by lower and intermediate layers are still preserved during fine-tuning. Furthermore, we find that only the representations of the top two layers change most during fine-tuning for various downstream tasks. (3) Based on the above findings, we propose Telly to efficiently fine-tune pre-trained code models via layer freezing. The extensive experimental results on five various downstream tasks demonstrate that training parameters and the corresponding time cost are greatly reduced, while performances are similar or better. Replication package including source code, datasets, and online Appendix is available at: https://github.com/DeepSoftwareAnalytics/Telly.
OpenCodeInterpreter: Integrating Code Generation with Execution and Refinement
The introduction of large language models has significantly advanced code generation. However, open-source models often lack the execution capabilities and iterative refinement of advanced systems like the GPT-4 Code Interpreter. To address this, we introduce OpenCodeInterpreter, a family of open-source code systems designed for generating, executing, and iteratively refining code. Supported by Code-Feedback, a dataset featuring 68K multi-turn interactions, OpenCodeInterpreter integrates execution and human feedback for dynamic code refinement. Our comprehensive evaluation of OpenCodeInterpreter across key benchmarks such as HumanEval, MBPP, and their enhanced versions from EvalPlus reveals its exceptional performance. Notably, OpenCodeInterpreter-33B achieves an accuracy of 83.2 (76.4) on the average (and plus versions) of HumanEval and MBPP, closely rivaling GPT-4's 84.2 (76.2) and further elevates to 91.6 (84.6) with synthesized human feedback from GPT-4. OpenCodeInterpreter brings the gap between open-source code generation models and proprietary systems like GPT-4 Code Interpreter.
FreeEdit: Mask-free Reference-based Image Editing with Multi-modal Instruction
Introducing user-specified visual concepts in image editing is highly practical as these concepts convey the user's intent more precisely than text-based descriptions. We propose FreeEdit, a novel approach for achieving such reference-based image editing, which can accurately reproduce the visual concept from the reference image based on user-friendly language instructions. Our approach leverages the multi-modal instruction encoder to encode language instructions to guide the editing process. This implicit way of locating the editing area eliminates the need for manual editing masks. To enhance the reconstruction of reference details, we introduce the Decoupled Residual ReferAttention (DRRA) module. This module is designed to integrate fine-grained reference features extracted by a detail extractor into the image editing process in a residual way without interfering with the original self-attention. Given that existing datasets are unsuitable for reference-based image editing tasks, particularly due to the difficulty in constructing image triplets that include a reference image, we curate a high-quality dataset, FreeBench, using a newly developed twice-repainting scheme. FreeBench comprises the images before and after editing, detailed editing instructions, as well as a reference image that maintains the identity of the edited object, encompassing tasks such as object addition, replacement, and deletion. By conducting phased training on FreeBench followed by quality tuning, FreeEdit achieves high-quality zero-shot editing through convenient language instructions. We conduct extensive experiments to evaluate the effectiveness of FreeEdit across multiple task types, demonstrating its superiority over existing methods. The code will be available at: https://freeedit.github.io/.
Knowledge Transfer from High-Resource to Low-Resource Programming Languages for Code LLMs
Over the past few years, Large Language Models of Code (Code LLMs) have started to have a significant impact on programming practice. Code LLMs are also emerging as a building block for research in programming languages and software engineering. However, the quality of code produced by a Code LLM varies significantly by programming languages. Code LLMs produce impressive results on programming languages that are well represented in their training data (e.g., Java, Python, or JavaScript), but struggle with low-resource languages, like OCaml and Racket. This paper presents an effective approach for boosting the performance of Code LLMs on low-resource languages using semi-synthetic data. Our approach generates high-quality datasets for low-resource languages, which can then be used to fine-tune any pretrained Code LLM. Our approach, called MultiPL-T, translates training data from high-resource languages into training data for low-resource languages. We apply our approach to generate tens of thousands of new, validated training items for Racket, OCaml, and Lua from Python. Moreover, we use an open dataset (The Stack) and model (StarCoderBase), which allow us to decontaminate benchmarks and train models on this data without violating the model license. With MultiPL-T generated data, we present fine-tuned versions of StarCoderBase that achieve state-of-the-art performance for Racket, OCaml, and Lua on benchmark problems. For Lua, our fine-tuned model achieves the same performance as StarCoderBase as Python -- a very high-resource language -- on the MultiPL-E benchmarks. For Racket and OCaml, we double their performance on MultiPL-E, bringing their performance close to higher-resource languages such as Ruby and C#.
Large Language Models are Few-Shot Summarizers: Multi-Intent Comment Generation via In-Context Learning
Code comment generation aims at generating natural language descriptions for a code snippet to facilitate developers' program comprehension activities. Despite being studied for a long time, a bottleneck for existing approaches is that given a code snippet, they can only generate one comment while developers usually need to know information from diverse perspectives such as what is the functionality of this code snippet and how to use it. To tackle this limitation, this study empirically investigates the feasibility of utilizing large language models (LLMs) to generate comments that can fulfill developers' diverse intents. Our intuition is based on the facts that (1) the code and its pairwise comment are used during the pre-training process of LLMs to build the semantic connection between the natural language and programming language, and (2) comments in the real-world projects, which are collected for the pre-training, usually contain different developers' intents. We thus postulate that the LLMs can already understand the code from different perspectives after the pre-training. Indeed, experiments on two large-scale datasets demonstrate the rationale of our insights: by adopting the in-context learning paradigm and giving adequate prompts to the LLM (e.g., providing it with ten or more examples), the LLM can significantly outperform a state-of-the-art supervised learning approach on generating comments with multiple intents. Results also show that customized strategies for constructing the prompts and post-processing strategies for reranking the results can both boost the LLM's performances, which shed light on future research directions for using LLMs to achieve comment generation.
Long Code Arena: a Set of Benchmarks for Long-Context Code Models
Nowadays, the fields of code and natural language processing are evolving rapidly. In particular, models become better at processing long context windows - supported context sizes have increased by orders of magnitude over the last few years. However, there is a shortage of benchmarks for code processing that go beyond a single file of context, while the most popular ones are limited to a single method. With this work, we aim to close this gap by introducing Long Code Arena, a suite of six benchmarks for code processing tasks that require project-wide context. These tasks cover different aspects of code processing: library-based code generation, CI builds repair, project-level code completion, commit message generation, bug localization, and module summarization. For each task, we provide a manually verified dataset for testing, an evaluation suite, and open-source baseline solutions based on popular LLMs to showcase the usage of the dataset and to simplify adoption by other researchers. We publish the benchmark page on HuggingFace Spaces with the leaderboard, links to HuggingFace Hub for all the datasets, and link to the GitHub repository with baselines: https://huggingface.co/spaces/JetBrains-Research/long-code-arena.
CodeBERTScore: Evaluating Code Generation with Pretrained Models of Code
Since the rise of neural models of code that can generate long expressions and statements rather than a single next-token, one of the major problems has been reliably evaluating their generated output. In this paper, we propose CodeBERTScore: an automatic evaluation metric for code generation, which builds on BERTScore (Zhang et al., 2020). Instead of measuring exact token matching as BLEU, CodeBERTScore computes a soft similarity score between each token in the generated code and in the reference code, using the contextual encodings of large pretrained models. Further, instead of encoding only the generated tokens as in BERTScore, CodeBERTScore also encodes the programmatic context surrounding the generated code. We perform an extensive evaluation of CodeBERTScore across four programming languages. We find that CodeBERTScore achieves a higher correlation with human preference and with functional correctness than all existing metrics. That is, generated code that receives a higher score by CodeBERTScore is more likely to be preferred by humans, as well as to function correctly when executed. Finally, while CodeBERTScore can be used with a multilingual CodeBERT as its base model, we release five language-specific pretrained models to use with our publicly available code at https://github.com/neulab/code-bert-score . Our language-specific models have been downloaded more than 25,000 times from the Huggingface Hub.
What's Wrong with Your Code Generated by Large Language Models? An Extensive Study
The increasing development of large language models (LLMs) in code generation has drawn significant attention among researchers. To enhance LLM-based code generation ability, current efforts are predominantly directed towards collecting high-quality datasets and leveraging diverse training technologies. However, there is a notable lack of comprehensive studies examining the limitations and boundaries of these existing methods. To bridge this gap, we conducted an extensive empirical study evaluating the performance of three leading closed-source LLMs and four popular open-source LLMs on three commonly used benchmarks. Our investigation, which evaluated the length, cyclomatic complexity and API number of the generated code, revealed that these LLMs face challenges in generating successful code for more complex problems, and tend to produce code that is shorter yet more complicated as compared to canonical solutions. Additionally, we developed a taxonomy of bugs for incorrect codes that includes three categories and 12 sub-categories, and analyze the root cause for common bug types. Furthermore, to better understand the performance of LLMs in real-world projects, we manually created a real-world benchmark comprising 140 code generation tasks. Our analysis highlights distinct differences in bug distributions between actual scenarios and existing benchmarks. Finally, we propose a novel training-free iterative method that introduces self-critique, enabling LLMs to critique and correct their generated code based on bug types and compiler feedback. Experimental results demonstrate that our approach can significantly mitigate bugs and increase the passing rate by 29.2% after two iterations, indicating substantial potential for LLMs to handle more complex problems.
Metropolis Theorem and Its Applications in Single Image Detail Enhancement
Traditional image detail enhancement is local filter-based or global filter-based. In both approaches, the original image is first divided into the base layer and the detail layer, and then the enhanced image is obtained by amplifying the detail layer. Our method is different, and its innovation lies in the special way to get the image detail layer. The detail layer in our method is obtained by updating the residual features, and the updating mechanism is usually based on searching and matching similar patches. However, due to the diversity of image texture features, perfect matching is often not possible. In this paper, the process of searching and matching is treated as a thermodynamic process, where the Metropolis theorem can minimize the internal energy and get the global optimal solution of this task, that is, to find a more suitable feature for a better detail enhancement performance. Extensive experiments have proven that our algorithm can achieve better results in quantitative metrics testing and visual effects evaluation. The source code can be obtained from the link.
R2C2-Coder: Enhancing and Benchmarking Real-world Repository-level Code Completion Abilities of Code Large Language Models
Code completion models have made significant progress in recent years. Recently, repository-level code completion has drawn more attention in modern software development, and several baseline methods and benchmarks have been proposed. However, existing repository-level code completion methods often fall short of fully using the extensive context of a project repository, such as the intricacies of relevant files and class hierarchies. Besides, the existing benchmarks usually focus on limited code completion scenarios, which cannot reflect the repository-level code completion abilities well of existing methods. To address these limitations, we propose the R2C2-Coder to enhance and benchmark the real-world repository-level code completion abilities of code Large Language Models, where the R2C2-Coder includes a code prompt construction method R2C2-Enhance and a well-designed benchmark R2C2-Bench. Specifically, first, in R2C2-Enhance, we first construct the candidate retrieval pool and then assemble the completion prompt by retrieving from the retrieval pool for each completion cursor position. Second, based on R2C2 -Enhance, we can construct a more challenging and diverse R2C2-Bench with training, validation and test splits, where a context perturbation strategy is proposed to simulate the real-world repository-level code completion well. Extensive results on multiple benchmarks demonstrate the effectiveness of our R2C2-Coder.
RepoMasterEval: Evaluating Code Completion via Real-World Repositories
With the growing reliance on automated code completion tools in software development, the need for robust evaluation benchmarks has become critical. However, existing benchmarks focus more on code generation tasks in function and class level and provide rich text description to prompt the model. By contrast, such descriptive prompt is commonly unavailable in real development and code completion can occur in wider range of situations such as in the middle of a function or a code block. These limitations makes the evaluation poorly align with the practical scenarios of code completion tools. In this paper, we propose RepoMasterEval, a novel benchmark for evaluating code completion models constructed from real-world Python and TypeScript repositories. Each benchmark datum is generated by masking a code snippet (ground truth) from one source code file with existing test suites. To improve test accuracy of model generated code, we employ mutation testing to measure the effectiveness of the test cases and we manually crafted new test cases for those test suites with low mutation score. Our empirical evaluation on 6 state-of-the-art models shows that test argumentation is critical in improving the accuracy of the benchmark and RepoMasterEval is able to report difference in model performance in real-world scenarios. The deployment of RepoMasterEval in a collaborated company for one month also revealed that the benchmark is useful to give accurate feedback during model training and the score is in high correlation with the model's performance in practice. Based on our findings, we call for the software engineering community to build more LLM benchmarks tailored for code generation tools taking the practical and complex development environment into consideration.
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.
Open3D: A Modern Library for 3D Data Processing
Open3D is an open-source library that supports rapid development of software that deals with 3D data. The Open3D frontend exposes a set of carefully selected data structures and algorithms in both C++ and Python. The backend is highly optimized and is set up for parallelization. Open3D was developed from a clean slate with a small and carefully considered set of dependencies. It can be set up on different platforms and compiled from source with minimal effort. The code is clean, consistently styled, and maintained via a clear code review mechanism. Open3D has been used in a number of published research projects and is actively deployed in the cloud. We welcome contributions from the open-source community.
The Scene Language: Representing Scenes with Programs, Words, and Embeddings
We introduce the Scene Language, a visual scene representation that concisely and precisely describes the structure, semantics, and identity of visual scenes. It represents a scene with three key components: a program that specifies the hierarchical and relational structure of entities in the scene, words in natural language that summarize the semantic class of each entity, and embeddings that capture the visual identity of each entity. This representation can be inferred from pre-trained language models via a training-free inference technique, given text or image inputs. The resulting scene can be rendered into images using traditional, neural, or hybrid graphics renderers. Together, this forms a robust, automated system for high-quality 3D and 4D scene generation. Compared with existing representations like scene graphs, our proposed Scene Language generates complex scenes with higher fidelity, while explicitly modeling the scene structures to enable precise control and editing.
Bridging 3D Gaussian and Mesh for Freeview Video Rendering
This is only a preview version of GauMesh. Recently, primitive-based rendering has been proven to achieve convincing results in solving the problem of modeling and rendering the 3D dynamic scene from 2D images. Despite this, in the context of novel view synthesis, each type of primitive has its inherent defects in terms of representation ability. It is difficult to exploit the mesh to depict the fuzzy geometry. Meanwhile, the point-based splatting (e.g. the 3D Gaussian Splatting) method usually produces artifacts or blurry pixels in the area with smooth geometry and sharp textures. As a result, it is difficult, even not impossible, to represent the complex and dynamic scene with a single type of primitive. To this end, we propose a novel approach, GauMesh, to bridge the 3D Gaussian and Mesh for modeling and rendering the dynamic scenes. Given a sequence of tracked mesh as initialization, our goal is to simultaneously optimize the mesh geometry, color texture, opacity maps, a set of 3D Gaussians, and the deformation field. At a specific time, we perform alpha-blending on the RGB and opacity values based on the merged and re-ordered z-buffers from mesh and 3D Gaussian rasterizations. This produces the final rendering, which is supervised by the ground-truth image. Experiments demonstrate that our approach adapts the appropriate type of primitives to represent the different parts of the dynamic scene and outperforms all the baseline methods in both quantitative and qualitative comparisons without losing render speed.
FaceCLIPNeRF: Text-driven 3D Face Manipulation using Deformable Neural Radiance Fields
As recent advances in Neural Radiance Fields (NeRF) have enabled high-fidelity 3D face reconstruction and novel view synthesis, its manipulation also became an essential task in 3D vision. However, existing manipulation methods require extensive human labor, such as a user-provided semantic mask and manual attribute search unsuitable for non-expert users. Instead, our approach is designed to require a single text to manipulate a face reconstructed with NeRF. To do so, we first train a scene manipulator, a latent code-conditional deformable NeRF, over a dynamic scene to control a face deformation using the latent code. However, representing a scene deformation with a single latent code is unfavorable for compositing local deformations observed in different instances. As so, our proposed Position-conditional Anchor Compositor (PAC) learns to represent a manipulated scene with spatially varying latent codes. Their renderings with the scene manipulator are then optimized to yield high cosine similarity to a target text in CLIP embedding space for text-driven manipulation. To the best of our knowledge, our approach is the first to address the text-driven manipulation of a face reconstructed with NeRF. Extensive results, comparisons, and ablation studies demonstrate the effectiveness of our approach.
Transformer-based Image Generation from Scene Graphs
Graph-structured scene descriptions can be efficiently used in generative models to control the composition of the generated image. Previous approaches are based on the combination of graph convolutional networks and adversarial methods for layout prediction and image generation, respectively. In this work, we show how employing multi-head attention to encode the graph information, as well as using a transformer-based model in the latent space for image generation can improve the quality of the sampled data, without the need to employ adversarial models with the subsequent advantage in terms of training stability. The proposed approach, specifically, is entirely based on transformer architectures both for encoding scene graphs into intermediate object layouts and for decoding these layouts into images, passing through a lower dimensional space learned by a vector-quantized variational autoencoder. Our approach shows an improved image quality with respect to state-of-the-art methods as well as a higher degree of diversity among multiple generations from the same scene graph. We evaluate our approach on three public datasets: Visual Genome, COCO, and CLEVR. We achieve an Inception Score of 13.7 and 12.8, and an FID of 52.3 and 60.3, on COCO and Visual Genome, respectively. We perform ablation studies on our contributions to assess the impact of each component. Code is available at https://github.com/perceivelab/trf-sg2im
Learning Performance-Improving Code Edits
The waning of Moore's Law has shifted the focus of the tech industry towards alternative methods for continued performance gains. While optimizing compilers are a standard tool to help increase program efficiency, programmers continue to shoulder much responsibility in crafting and refactoring code with better performance characteristics. In this paper, we investigate the ability of large language models (LLMs) to suggest functionally correct, performance improving code edits. We hypothesize that language models can suggest such edits in ways that would be impractical for static analysis alone. We investigate these questions by curating a large-scale dataset of Performance-Improving Edits, PIE. PIE contains trajectories of programs, where a programmer begins with an initial, slower version and iteratively makes changes to improve the program's performance. We use PIE to evaluate and improve the capacity of large language models. Specifically, use examples from PIE to fine-tune multiple variants of CODEGEN, a billion-scale Transformer-decoder model. Additionally, we use examples from PIE to prompt OpenAI's CODEX using a few-shot prompting. By leveraging PIE, we find that both CODEX and CODEGEN can generate performance-improving edits, with speedups of more than 2.5x for over 25% of the programs, for C++ and Python, even after the C++ programs were compiled using the O3 optimization level. Crucially, we show that PIE allows CODEGEN, an open-sourced and 10x smaller model than CODEX, to match the performance of CODEX on this challenging task. Overall, this work opens new doors for creating systems and methods that can help programmers write efficient code.
A Static Evaluation of Code Completion by Large Language Models
Large language models trained on code have shown great potential to increase productivity of software developers. Several execution-based benchmarks have been proposed to evaluate functional correctness of model-generated code on simple programming problems. Nevertheless, it is expensive to perform the same evaluation on complex real-world projects considering the execution cost. On the contrary, static analysis tools such as linters, which can detect errors without running the program, haven't been well explored for evaluating code generation models. In this work, we propose a static evaluation framework to quantify static errors in Python code completions, by leveraging Abstract Syntax Trees. Compared with execution-based evaluation, our method is not only more efficient, but also applicable to code in the wild. For experiments, we collect code context from open source repos to generate one million function bodies using public models. Our static analysis reveals that Undefined Name and Unused Variable are the most common errors among others made by language models. Through extensive studies, we also show the impact of sampling temperature, model size, and context on static errors in code completions.
ChatGarment: Garment Estimation, Generation and Editing via Large Language Models
We introduce ChatGarment, a novel approach that leverages large vision-language models (VLMs) to automate the estimation, generation, and editing of 3D garments from images or text descriptions. Unlike previous methods that struggle in real-world scenarios or lack interactive editing capabilities, ChatGarment can estimate sewing patterns from in-the-wild images or sketches, generate them from text descriptions, and edit garments based on user instructions, all within an interactive dialogue. These sewing patterns can then be draped into 3D garments, which are easily animatable and simulatable. This is achieved by finetuning a VLM to directly generate a JSON file that includes both textual descriptions of garment types and styles, as well as continuous numerical attributes. This JSON file is then used to create sewing patterns through a programming parametric model. To support this, we refine the existing programming model, GarmentCode, by expanding its garment type coverage and simplifying its structure for efficient VLM fine-tuning. Additionally, we construct a large-scale dataset of image-to-sewing-pattern and text-to-sewing-pattern pairs through an automated data pipeline. Extensive evaluations demonstrate ChatGarment's ability to accurately reconstruct, generate, and edit garments from multimodal inputs, highlighting its potential to revolutionize workflows in fashion and gaming applications. Code and data will be available at https://chatgarment.github.io/.
Repaint123: Fast and High-quality One Image to 3D Generation with Progressive Controllable 2D Repainting
Recent one image to 3D generation methods commonly adopt Score Distillation Sampling (SDS). Despite the impressive results, there are multiple deficiencies including multi-view inconsistency, over-saturated and over-smoothed textures, as well as the slow generation speed. To address these deficiencies, we present Repaint123 to alleviate multi-view bias as well as texture degradation and speed up the generation process. The core idea is to combine the powerful image generation capability of the 2D diffusion model and the texture alignment ability of the repainting strategy for generating high-quality multi-view images with consistency. We further propose visibility-aware adaptive repainting strength for overlap regions to enhance the generated image quality in the repainting process. The generated high-quality and multi-view consistent images enable the use of simple Mean Square Error (MSE) loss for fast 3D content generation. We conduct extensive experiments and show that our method has a superior ability to generate high-quality 3D content with multi-view consistency and fine textures in 2 minutes from scratch. Code is at https://github.com/junwuzhang19/repaint123.
StarCoder 2 and The Stack v2: The Next Generation
The BigCode project, an open-scientific collaboration focused on the responsible development of Large Language Models for Code (Code LLMs), introduces StarCoder2. In partnership with Software Heritage (SWH), we build The Stack v2 on top of the digital commons of their source code archive. Alongside the SWH repositories spanning 619 programming languages, we carefully select other high-quality data sources, such as GitHub pull requests, Kaggle notebooks, and code documentation. This results in a training set that is 4x larger than the first StarCoder dataset. We train StarCoder2 models with 3B, 7B, and 15B parameters on 3.3 to 4.3 trillion tokens and thoroughly evaluate them on a comprehensive set of Code LLM benchmarks. We find that our small model, StarCoder2-3B, outperforms other Code LLMs of similar size on most benchmarks, and also outperforms StarCoderBase-15B. Our large model, StarCoder2- 15B, significantly outperforms other models of comparable size. In addition, it matches or outperforms CodeLlama-34B, a model more than twice its size. Although DeepSeekCoder- 33B is the best-performing model at code completion for high-resource languages, we find that StarCoder2-15B outperforms it on math and code reasoning benchmarks, as well as several low-resource languages. We make the model weights available under an OpenRAIL license and ensure full transparency regarding the training data by releasing the SoftWare Heritage persistent IDentifiers (SWHIDs) of the source code data.
Towards A Generalist Code Embedding Model Based On Massive Data Synthesis
Code embedding models attract increasing attention due to the widespread popularity of retrieval-augmented generation (RAG) in software development. These models are expected to capture the rich semantic relationships inherent to code, which differ significantly from those found in text. However, existing models remain severely limited due to the scarcity of high-quality training data. In this work, we introduce CodeR (Code Retrieval), a state-of-the-art embedding model for general-purpose code retrieval. The superior performance of CodeR is built upon CodeR-Pile, a large-scale synthetic dataset constructed under the DRU (Diversity, Reliability, Usability) principle via a novel data synthesis pipeline. To optimize training effectiveness, we propose Annealing, a curriculum learning strategy that enables effective knowledge transfer across heterogeneous sources of data. We evaluate CodeR based on 16 diverse code retrieval tasks, where it significantly outperforms existing baselines and exhibits strong out-of-domain generalization performance. We have publicly released our code and the well-trained model to facilitate further research in this critical area. https://github.com/FlagOpen/FlagEmbedding/tree/master/research/BGE_Coder.
Can Large Language Models Write Parallel Code?
Large Language Models are becoming an increasingly popular tool for software development. Their ability to model and generate source code has been demonstrated in a variety of contexts, including code completion, summarization, translation, and lookup. However, they often struggle to generate code for more complex tasks. In this paper, we explore the ability of state-of-the-art language models to generate parallel code. We propose a benchmark, PCGBench, consisting of a set of 420 tasks for evaluating the ability of language models to generate parallel code, and we evaluate the performance of several state-of-the-art open- and closed-source language models on these tasks. We introduce novel metrics for comparing parallel code generation performance and use them to explore how well each LLM performs on various parallel programming models and computational problem types.
DesignRepair: Dual-Stream Design Guideline-Aware Frontend Repair with Large Language Models
The rise of Large Language Models (LLMs) has streamlined frontend interface creation through tools like Vercel's V0, yet surfaced challenges in design quality (e.g., accessibility, and usability). Current solutions, often limited by their focus, generalisability, or data dependency, fall short in addressing these complexities. Moreover, none of them examine the quality of LLM-generated UI design. In this work, we introduce DesignRepair, a novel dual-stream design guideline-aware system to examine and repair the UI design quality issues from both code aspect and rendered page aspect. We utilised the mature and popular Material Design as our knowledge base to guide this process. Specifically, we first constructed a comprehensive knowledge base encoding Google's Material Design principles into low-level component knowledge base and high-level system design knowledge base. After that, DesignRepair employs a LLM for the extraction of key components and utilizes the Playwright tool for precise page analysis, aligning these with the established knowledge bases. Finally, we integrate Retrieval-Augmented Generation with state-of-the-art LLMs like GPT-4 to holistically refine and repair frontend code through a strategic divide and conquer approach. Our extensive evaluations validated the efficacy and utility of our approach, demonstrating significant enhancements in adherence to design guidelines, accessibility, and user experience metrics.
I2V3D: Controllable image-to-video generation with 3D guidance
We present I2V3D, a novel framework for animating static images into dynamic videos with precise 3D control, leveraging the strengths of both 3D geometry guidance and advanced generative models. Our approach combines the precision of a computer graphics pipeline, enabling accurate control over elements such as camera movement, object rotation, and character animation, with the visual fidelity of generative AI to produce high-quality videos from coarsely rendered inputs. To support animations with any initial start point and extended sequences, we adopt a two-stage generation process guided by 3D geometry: 1) 3D-Guided Keyframe Generation, where a customized image diffusion model refines rendered keyframes to ensure consistency and quality, and 2) 3D-Guided Video Interpolation, a training-free approach that generates smooth, high-quality video frames between keyframes using bidirectional guidance. Experimental results highlight the effectiveness of our framework in producing controllable, high-quality animations from single input images by harmonizing 3D geometry with generative models. The code for our framework will be publicly released.
SantaCoder: don't reach for the stars!
The BigCode project is an open-scientific collaboration working on the responsible development of large language models for code. This tech report describes the progress of the collaboration until December 2022, outlining the current state of the Personally Identifiable Information (PII) redaction pipeline, the experiments conducted to de-risk the model architecture, and the experiments investigating better preprocessing methods for the training data. We train 1.1B parameter models on the Java, JavaScript, and Python subsets of The Stack and evaluate them on the MultiPL-E text-to-code benchmark. We find that more aggressive filtering of near-duplicates can further boost performance and, surprisingly, that selecting files from repositories with 5+ GitHub stars deteriorates performance significantly. Our best model outperforms previous open-source multilingual code generation models (InCoder-6.7B and CodeGen-Multi-2.7B) in both left-to-right generation and infilling on the Java, JavaScript, and Python portions of MultiPL-E, despite being a substantially smaller model. All models are released under an OpenRAIL license at https://hf.co/bigcode.