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Michael Rubinstein

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

9 papers
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9

ICLR Conference 2025 Conference Paper

Fluid: Scaling Autoregressive Text-to-image Generative Models with Continuous Tokens

  • Lijie Fan
  • Tianhong Li
  • Siyang Qin
  • Yuanzhen Li
  • Chen Sun 0002
  • Michael Rubinstein
  • Deqing Sun
  • Kaiming He

Scaling up autoregressive models in vision has not proven as beneficial as in large language models. In this work, we investigate this scaling problem in the context of text-to-image generation, focusing on two critical factors: whether models use discrete or continuous tokens, and whether tokens are generated in a random or fixed raster order using BERT- or GPT-like transformer architectures. Our empirical results show that, while all models scale effectively in terms of validation loss, their evaluation performance -- measured by FID, GenEval score, and visual quality -- follows different trends. Models based on continuous tokens achieves significantly better visual quality than those using discrete tokens. Furthermore, the generation order and attention mechanisms significantly affect the GenEval score: random-order models achieve notably better GenEval scores compared to raster-order models. Inspired by these findings, we train Fluid, a random-order autoregressive model on continuous tokens. Fluid 10.5B model achieves a new state-of-the-art zeor-shot FID of 6.16 on MS-COCO 30K, and 0.69 overall score on the GenEval benchmark. We hope our findings and results will encourage future efforts to further bridge the scaling gap between vision and language models.

AAAI Conference 2025 Conference Paper

High-Resolution Frame Interpolation with Patch-based Cascaded Diffusion

  • Junhwa Hur
  • Charles Herrmann
  • Saurabh Saxena
  • Janne Kontkanen
  • Wei-Sheng Lai
  • Yichang Shih
  • Michael Rubinstein
  • David J. Fleet

Despite the recent progress, existing frame interpolation methods still struggle with processing extremely high resolution input and handling challenging cases such as repetitive textures, thin objects, and large motion. To address these issues, we introduce a patch-based cascaded pixel diffusion model for high resolution frame interpolation, HiFI, that excels in these scenarios while achieving competitive performance on standard benchmarks. Cascades, which generate a series of images from low to high resolution, can help significantly with large or complex motion that require both global context for a coarse solution and detailed context for high resolution output. However, contrary to prior work on cascaded diffusion models which perform diffusion on increasingly large resolutions, we use a single model that always performs diffusion at the same resolution and upsamples by processing patches of the inputs and the prior solution. At inference time, this drastically reduces memory usage and allows a single model, solving both frame interpolation (base model’s task) and spatial up-sampling, saving training cost as well. HiFI excels at high-resolution images and complex repeated textures that require global context, achieving comparable or state-of-the-art performance on various benchmarks (Vimeo, Xiph, X-Test, and SEPE-8K). We further introduce a new dataset, LaMoR, that focuses on particularly challenging cases, and HiFI significantly outperforms other baselines.

ICLR Conference 2025 Conference Paper

Unbounded: A Generative Infinite Game of Character Life Simulation

  • Jialu Li 0001
  • Yuanzhen Li
  • Neal Wadhwa
  • Yael Pritch
  • David E. Jacobs
  • Michael Rubinstein
  • Mohit Bansal
  • Nataniel Ruiz

We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite games, we leverage recent advances in generative AI to create Unbounded: a game of character life simulation that is fully encapsulated in generative models. Specifically, Unbounded draws inspiration from sandbox life simulations and allows you to interact with your autonomous virtual character in a virtual world by feeding, playing with and guiding it - with open-ended mechanics generated by an LLM, some of which can be emergent. In order to develop Unbounded, we propose technical innovations in both the LLM and visual generation domains. Specifically, we present: (1) a specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and (2) a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments. We evaluate our system through both qualitative and quantitative analysis, showing significant improvements in character life simulation, user instruction following, narrative coherence, and visual consistency for both characters and the environments compared to traditional related approaches.

ICLR Conference 2024 Conference Paper

Idempotent Generative Network

  • Assaf Shocher
  • Amil Dravid
  • Yossi Gandelsman
  • Inbar Mosseri
  • Michael Rubinstein
  • Alexei A. Efros

We propose a new approach for generative modeling based on training a neural network to be idempotent. An idempotent operator is one that can be applied sequentially without changing the result beyond the initial application, namely $f(f(z))=f(z)$. The proposed model $f$ is trained to map a source distribution (e.g, Gaussian noise) to a target distribution (e.g. realistic images) using the following objectives: (1) Instances from the target distribution should map to themselves, namely $f(x)=x$. We define the target manifold as the set of all instances that $f$ maps to themselves. (2) Instances that form the source distribution should map onto the defined target manifold. This is achieved by optimizing the idempotence term, $f(f(z))=f(z)$ which encourages the range of $f(z)$ to be on the target manifold. Under ideal assumptions such a process provably converges to the target distribution. This strategy results in a model capable of generating an output in one step, maintaining a consistent latent space, while also allowing sequential applications for refinement. Additionally, we find that by processing inputs from both target and source distributions, the model adeptly projects corrupted or modified data back to the target manifold. This work is a first step towards a ``global projector'' that enables projecting any input into a target data distribution.

NeurIPS Conference 2023 Conference Paper

ARTIC3D: Learning Robust Articulated 3D Shapes from Noisy Web Image Collections

  • Chun-Han Yao
  • Amit Raj
  • Wei-Chih Hung
  • Michael Rubinstein
  • Yuanzhen Li
  • Ming-Hsuan Yang
  • Varun Jampani

Estimating 3D articulated shapes like animal bodies from monocular images is inherently challenging due to the ambiguities of camera viewpoint, pose, texture, lighting, etc. We propose ARTIC3D, a self-supervised framework to reconstruct per-instance 3D shapes from a sparse image collection in-the-wild. Specifically, ARTIC3D is built upon a skeleton-based surface representation and is further guided by 2D diffusion priors from Stable Diffusion. First, we enhance the input images with occlusions/truncation via 2D diffusion to obtain cleaner mask estimates and semantic features. Second, we perform diffusion-guided 3D optimization to estimate shape and texture that are of high-fidelity and faithful to input images. We also propose a novel technique to calculate more stable image-level gradients via diffusion models compared to existing alternatives. Finally, we produce realistic animations by fine-tuning the rendered shape and texture under rigid part transformations. Extensive evaluations on multiple existing datasets as well as newly introduced noisy web image collections with occlusions and truncation demonstrate that ARTIC3D outputs are more robust to noisy images, higher quality in terms of shape and texture details, and more realistic when animated.

ICML Conference 2023 Conference Paper

Muse: Text-To-Image Generation via Masked Generative Transformers

  • Huiwen Chang
  • Han Zhang 0010
  • Jarred Barber
  • Aaron Maschinot
  • José Lezama
  • Lu Jiang 0004
  • Ming-Hsuan Yang 0001
  • Kevin Murphy 0002

We present Muse, a text-to-image Transformermodel that achieves state-of-the-art image genera-tion performance while being significantly moreefficient than diffusion or autoregressive models. Muse is trained on a masked modeling task indiscrete token space: given the text embeddingextracted from a pre-trained large language model(LLM), Muse learns to predict randomly maskedimage tokens. Compared to pixel-space diffusionmodels, such as Imagen and DALL-E 2, Muse issignificantly more efficient due to the use of dis-crete tokens and requires fewer sampling itera-tions; compared to autoregressive models such asParti, Muse is more efficient due to the use of par-allel decoding. The use of a pre-trained LLM en-ables fine-grained language understanding, whichtranslates to high-fidelity image generation andthe understanding of visual concepts such as ob-jects, their spatial relationships, pose, cardinalityetc. Our 900M parameter model achieves a newSOTA on CC3M, with an FID score of 6. 06. TheMuse 3B parameter model achieves an FID of7. 88 on zero-shot COCO evaluation, along with aCLIP score of 0. 32. Muse also directly enables anumber of image editing applications without theneed to fine-tune or invert the model: inpainting, outpainting, and mask-free editing. More resultsand videos demonstrating editing are available at https: //muse-icml. github. io/

NeurIPS Conference 2023 Conference Paper

StyleDrop: Text-to-Image Synthesis of Any Style

  • Kihyuk Sohn
  • Lu Jiang
  • Jarred Barber
  • Kimin Lee
  • Nataniel Ruiz
  • Dilip Krishnan
  • Huiwen Chang
  • Yuanzhen Li

Pre-trained large text-to-image models synthesize impressive images with an appropriate use of text prompts. However, ambiguities inherent in natural language, and out-of-distribution effects make it hard to synthesize arbitrary image styles, leveraging a specific design pattern, texture or material. In this paper, we introduce StyleDrop, a method that enables the synthesis of images that faithfully follow a specific style using a text-to-image model. StyleDrop is extremely versatile and captures nuances and details of a user-provided style, such as color schemes, shading, design patterns, and local and global effects. StyleDrop works by efficiently learning a new style by fine-tuning very few trainable parameters (less than 1\% of total model parameters), and improving the quality via iterative training with either human or automated feedback. Better yet, StyleDrop is able to deliver impressive results even when the user supplies only a single image specifying the desired style. An extensive study shows that, for the task of style tuning text-to-image models, StyleDrop on Muse convincingly outperforms other methods, including DreamBooth and textual inversion on Imagen or Stable Diffusion. More results are available at our project website: https: //styledrop. github. io.

NeurIPS Conference 2022 Conference Paper

Associating Objects and Their Effects in Video through Coordination Games

  • Erika Lu
  • Forrester Cole
  • Weidi Xie
  • Tali Dekel
  • Bill Freeman
  • Andrew Zisserman
  • Michael Rubinstein

We explore a feed-forward approach for decomposing a video into layers, where each layer contains an object of interest along with its associated shadows, reflections, and other visual effects. This problem is challenging since associated effects vary widely with the 3D geometry and lighting conditions in the scene, and ground-truth labels for visual effects are difficult (and in some cases impractical) to collect. We take a self-supervised approach and train a neural network to produce a foreground image and alpha matte from a rough object segmentation mask under a reconstruction and sparsity loss. Under reconstruction loss, the layer decomposition problem is underdetermined: many combinations of layers may reconstruct the input video. Inspired by the game theory concept of focal points---or \emph{Schelling points}---we pose the problem as a coordination game, where each player (network) predicts the effects for a single object without knowledge of the other players' choices. The players learn to converge on the ``natural'' layer decomposition in order to maximize the likelihood of their choices aligning with the other players'. We train the network to play this game with itself, and show how to design the rules of this game so that the focal point lies at the correct layer decomposition. We demonstrate feed-forward results on a challenging synthetic dataset, then show that pretraining on this dataset significantly reduces optimization time for real videos.

NeurIPS Conference 2022 Conference Paper

LASSIE: Learning Articulated Shapes from Sparse Image Ensemble via 3D Part Discovery

  • Chun-Han Yao
  • Wei-Chih Hung
  • Yuanzhen Li
  • Michael Rubinstein
  • Ming-Hsuan Yang
  • Varun Jampani

Creating high-quality articulated 3D models of animals is challenging either via manual creation or using 3D scanning tools. Therefore, techniques to reconstruct articulated 3D objects from 2D images are crucial and highly useful. In this work, we propose a practical problem setting to estimate 3D pose and shape of animals given only a few (10-30) in-the-wild images of a particular animal species (say, horse). Contrary to existing works that rely on pre-defined template shapes, we do not assume any form of 2D or 3D ground-truth annotations, nor do we leverage any multi-view or temporal information. Moreover, each input image ensemble can contain animal instances with varying poses, backgrounds, illuminations, and textures. Our key insight is that 3D parts have much simpler shape compared to the overall animal and that they are robust w. r. t. animal pose articulations. Following these insights, we propose LASSIE, a novel optimization framework which discovers 3D parts in a self-supervised manner with minimal user intervention. A key driving force behind LASSIE is the enforcing of 2D-3D part consistency using self-supervisory deep features. Experiments on Pascal-Part and self-collected in-the-wild animal datasets demonstrate considerably better 3D reconstructions as well as both 2D and 3D part discovery compared to prior arts. Project page: https: //chhankyao. github. io/lassie/