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Mar 12

Benchmarking and Dissecting the Nvidia Hopper GPU Architecture

Graphics processing units (GPUs) are continually evolving to cater to the computational demands of contemporary general-purpose workloads, particularly those driven by artificial intelligence (AI) utilizing deep learning techniques. A substantial body of studies have been dedicated to dissecting the microarchitectural metrics characterizing diverse GPU generations, which helps researchers understand the hardware details and leverage them to optimize the GPU programs. However, the latest Hopper GPUs present a set of novel attributes, including new tensor cores supporting FP8, DPX, and distributed shared memory. Their details still remain mysterious in terms of performance and operational characteristics. In this research, we propose an extensive benchmarking study focused on the Hopper GPU. The objective is to unveil its microarchitectural intricacies through an examination of the new instruction-set architecture (ISA) of Nvidia GPUs and the utilization of new CUDA APIs. Our approach involves two main aspects. Firstly, we conduct conventional latency and throughput comparison benchmarks across the three most recent GPU architectures, namely Hopper, Ada, and Ampere. Secondly, we delve into a comprehensive discussion and benchmarking of the latest Hopper features, encompassing the Hopper DPX dynamic programming (DP) instruction set, distributed shared memory, and the availability of FP8 tensor cores. The microbenchmarking results we present offer a deeper understanding of the novel GPU AI function units and programming features introduced by the Hopper architecture. This newfound understanding is expected to greatly facilitate software optimization and modeling efforts for GPU architectures. To the best of our knowledge, this study makes the first attempt to demystify the tensor core performance and programming instruction sets unique to Hopper GPUs.

Closing the Performance Gap with Modern C++

On the way to Exascale, programmers face the increasing challenge of having to support multiple hardware architectures from the same code base. At the same time, portability of code and performance are increasingly difficult to achieve as hardware architectures are becoming more and more diverse. Today's heterogeneous systems often include two or more completely distinct and incompatible hardware execution models, such as GPGPU's, SIMD vector units, and general purpose cores which conventionally have to be programmed using separate tool chains representing non-overlapping programming models. The recent revival of interest in the industry and the wider community for the C++ language has spurred a remarkable amount of standardization proposals and technical specifications in the arena of concurrency and parallelism. This recently includes an increasing amount of discussion around the need for a uniform, higher-level abstraction and programming model for parallelism in the C++ standard targeting heterogeneous and distributed computing. Such an abstraction should perfectly blend with existing, already standardized language and library features, but should also be generic enough to support future hardware developments. In this paper, we present the results from developing such a higher-level programming abstraction for parallelism in C++ which aims at enabling code and performance portability over a wide range of architectures and for various types of parallelism. We present and compare performance data obtained from running the well-known STREAM benchmark ported to our higher level C++ abstraction with the corresponding results from running it natively. We show that our abstractions enable performance at least as good as the comparable base-line benchmarks while providing a uniform programming API on all compared target architectures.

Evaluation of OpenAI Codex for HPC Parallel Programming Models Kernel Generation

We evaluate AI-assisted generative capabilities on fundamental numerical kernels in high-performance computing (HPC), including AXPY, GEMV, GEMM, SpMV, Jacobi Stencil, and CG. We test the generated kernel codes for a variety of language-supported programming models, including (1) C++ (e.g., OpenMP [including offload], OpenACC, Kokkos, SyCL, CUDA, and HIP), (2) Fortran (e.g., OpenMP [including offload] and OpenACC), (3) Python (e.g., numba, Numba, cuPy, and pyCUDA), and (4) Julia (e.g., Threads, CUDA.jl, AMDGPU.jl, and KernelAbstractions.jl). We use the GitHub Copilot capabilities powered by OpenAI Codex available in Visual Studio Code as of April 2023 to generate a vast amount of implementations given simple <kernel> + <programming model> + <optional hints> prompt variants. To quantify and compare the results, we propose a proficiency metric around the initial 10 suggestions given for each prompt. Results suggest that the OpenAI Codex outputs for C++ correlate with the adoption and maturity of programming models. For example, OpenMP and CUDA score really high, whereas HIP is still lacking. We found that prompts from either a targeted language such as Fortran or the more general-purpose Python can benefit from adding code keywords, while Julia prompts perform acceptably well for its mature programming models (e.g., Threads and CUDA.jl). We expect for these benchmarks to provide a point of reference for each programming model's community. Overall, understanding the convergence of large language models, AI, and HPC is crucial due to its rapidly evolving nature and how it is redefining human-computer interactions.

Benchmarking AI Models in Software Engineering: A Review, Search Tool, and Enhancement Protocol

Benchmarks are essential for consistent evaluation and reproducibility. The integration of Artificial Intelligence into Software Engineering (AI4SE) has given rise to numerous benchmarks for tasks such as code generation and bug fixing. However, this surge presents challenges: (1) scattered benchmark knowledge across tasks, (2) difficulty in selecting relevant benchmarks, (3) the absence of a uniform standard for benchmark development, and (4) limitations of existing benchmarks. In this paper, we review 173 studies and identify 204 AI4SE benchmarks. We classify these benchmarks, analyze their limitations, and expose gaps in practices. Based on our review, we created BenchScout, a semantic search tool to find relevant benchmarks, using automated clustering of the contexts from associated studies. We conducted a user study with 22 participants to evaluate BenchScout's usability, effectiveness, and intuitiveness which resulted in average scores of 4.5, 4.0, and 4.1 out of 5. To advance benchmarking standards, we propose BenchFrame, a unified method to enhance benchmark quality. As a case study, we applied BenchFrame to the HumanEval benchmark and addressed its main limitations. This led to HumanEvalNext, featuring (1) corrected errors, (2) improved language conversion, (3) expanded test coverage, and (4) increased difficulty. We then evaluated ten state-of-the-art code language models on HumanEval, HumanEvalPlus, and HumanEvalNext. On HumanEvalNext, models showed a pass@1 score reduction of 31.22% and 19.94% compared to HumanEval and HumanEvalPlus, respectively.

CodeElo: Benchmarking Competition-level Code Generation of LLMs with Human-comparable Elo Ratings

With the increasing code reasoning capabilities of existing large language models (LLMs) and breakthroughs in reasoning models like OpenAI o1 and o3, there is a growing need to develop more challenging and comprehensive benchmarks that effectively test their sophisticated competition-level coding abilities. Existing benchmarks, like LiveCodeBench and USACO, fall short due to the unavailability of private test cases, lack of support for special judges, and misaligned execution environments. To bridge this gap, we introduce CodeElo, a standardized competition-level code generation benchmark that effectively addresses all these challenges for the first time. CodeElo benchmark is mainly based on the official CodeForces platform and tries to align with the platform as much as possible. We compile the recent six months of contest problems on CodeForces with detailed information such as contest divisions, problem difficulty ratings, and problem algorithm tags. We introduce a unique judging method in which problems are submitted directly to the platform and develop a reliable Elo rating calculation system that aligns with the platform and is comparable with human participants but has lower variance. By testing on our CodeElo, we provide the Elo ratings of 30 existing popular open-source and 3 proprietary LLMs for the first time. The results show that o1-mini and QwQ-32B-Preview stand out significantly, achieving Elo ratings of 1578 and 1261, respectively, while other models struggle even with the easiest problems, placing in the lowest 20 percent among all human participants. Detailed analysis experiments are also conducted to provide insights into performance across algorithms and comparisons between using C++ and Python, which can suggest directions for future studies.

PyBench: Evaluating LLM Agent on various real-world coding tasks

The LLM Agent, equipped with a code interpreter, is capable of automatically solving real-world coding tasks, such as data analysis and image editing. However, existing benchmarks primarily focus on either simplistic tasks, such as completing a few lines of code, or on extremely complex and specific tasks at the repository level, neither of which are representative of various daily coding tasks. To address this gap, we introduce PyBench, a benchmark encompassing five main categories of real-world tasks, covering more than 10 types of files. Given a high-level user query and related files, the LLM Agent needs to reason and execute Python code via a code interpreter for a few turns before making a formal response to fulfill the user's requirements. Successfully addressing tasks in PyBench demands a robust understanding of various Python packages, superior reasoning capabilities, and the ability to incorporate feedback from executed code. Our evaluations indicate that current open-source LLMs are struggling with these tasks. Hence, we conduct analysis and experiments on four kinds of datasets proving that comprehensive abilities are needed for PyBench. Our fine-tuned 8B size model: PyLlama3 achieves an exciting performance on PyBench which surpasses many 33B and 70B size models. Our Benchmark, Training Dataset, and Model are available at: https://github.com/Mercury7353/PyBench{https://github.com/Mercury7353/PyBench}

LiveXiv -- A Multi-Modal Live Benchmark Based on Arxiv Papers Content

The large-scale training of multi-modal models on data scraped from the web has shown outstanding utility in infusing these models with the required world knowledge to perform effectively on multiple downstream tasks. However, one downside of scraping data from the web can be the potential sacrifice of the benchmarks on which the abilities of these models are often evaluated. To safeguard against test data contamination and to truly test the abilities of these foundation models we propose LiveXiv: A scalable evolving live benchmark based on scientific ArXiv papers. LiveXiv accesses domain-specific manuscripts at any given timestamp and proposes to automatically generate visual question-answer pairs (VQA). This is done without any human-in-the-loop, using the multi-modal content in the manuscripts, like graphs, charts, and tables. Moreover, we introduce an efficient evaluation approach that estimates the performance of all models on the evolving benchmark using evaluations of only a subset of models. This significantly reduces the overall evaluation cost. We benchmark multiple open and proprietary Large Multi-modal Models (LMMs) on the first version of our benchmark, showing its challenging nature and exposing the models true abilities, avoiding contamination. Lastly, in our commitment to high quality, we have collected and evaluated a manually verified subset. By comparing its overall results to our automatic annotations, we have found that the performance variance is indeed minimal (<2.5%). Our dataset is available online on HuggingFace, and our code will be available here.

DEsignBench: Exploring and Benchmarking DALL-E 3 for Imagining Visual Design

We introduce DEsignBench, a text-to-image (T2I) generation benchmark tailored for visual design scenarios. Recent T2I models like DALL-E 3 and others, have demonstrated remarkable capabilities in generating photorealistic images that align closely with textual inputs. While the allure of creating visually captivating images is undeniable, our emphasis extends beyond mere aesthetic pleasure. We aim to investigate the potential of using these powerful models in authentic design contexts. In pursuit of this goal, we develop DEsignBench, which incorporates test samples designed to assess T2I models on both "design technical capability" and "design application scenario." Each of these two dimensions is supported by a diverse set of specific design categories. We explore DALL-E 3 together with other leading T2I models on DEsignBench, resulting in a comprehensive visual gallery for side-by-side comparisons. For DEsignBench benchmarking, we perform human evaluations on generated images in DEsignBench gallery, against the criteria of image-text alignment, visual aesthetic, and design creativity. Our evaluation also considers other specialized design capabilities, including text rendering, layout composition, color harmony, 3D design, and medium style. In addition to human evaluations, we introduce the first automatic image generation evaluator powered by GPT-4V. This evaluator provides ratings that align well with human judgments, while being easily replicable and cost-efficient. A high-resolution version is available at https://github.com/design-bench/design-bench.github.io/raw/main/designbench.pdf?download=

Benchmarking Neural Network Training Algorithms

Training algorithms, broadly construed, are an essential part of every deep learning pipeline. Training algorithm improvements that speed up training across a wide variety of workloads (e.g., better update rules, tuning protocols, learning rate schedules, or data selection schemes) could save time, save computational resources, and lead to better, more accurate, models. Unfortunately, as a community, we are currently unable to reliably identify training algorithm improvements, or even determine the state-of-the-art training algorithm. In this work, using concrete experiments, we argue that real progress in speeding up training requires new benchmarks that resolve three basic challenges faced by empirical comparisons of training algorithms: (1) how to decide when training is complete and precisely measure training time, (2) how to handle the sensitivity of measurements to exact workload details, and (3) how to fairly compare algorithms that require hyperparameter tuning. In order to address these challenges, we introduce a new, competitive, time-to-result benchmark using multiple workloads running on fixed hardware, the AlgoPerf: Training Algorithms benchmark. Our benchmark includes a set of workload variants that make it possible to detect benchmark submissions that are more robust to workload changes than current widely-used methods. Finally, we evaluate baseline submissions constructed using various optimizers that represent current practice, as well as other optimizers that have recently received attention in the literature. These baseline results collectively demonstrate the feasibility of our benchmark, show that non-trivial gaps between methods exist, and set a provisional state-of-the-art for future benchmark submissions to try and surpass.

Beyond Inference: Performance Analysis of DNN Server Overheads for Computer Vision

Deep neural network (DNN) inference has become an important part of many data-center workloads. This has prompted focused efforts to design ever-faster deep learning accelerators such as GPUs and TPUs. However, an end-to-end DNN-based vision application contains more than just DNN inference, including input decompression, resizing, sampling, normalization, and data transfer. In this paper, we perform a thorough evaluation of computer vision inference requests performed on a throughput-optimized serving system. We quantify the performance impact of server overheads such as data movement, preprocessing, and message brokers between two DNNs producing outputs at different rates. Our empirical analysis encompasses many computer vision tasks including image classification, segmentation, detection, depth-estimation, and more complex processing pipelines with multiple DNNs. Our results consistently demonstrate that end-to-end application performance can easily be dominated by data processing and data movement functions (up to 56% of end-to-end latency in a medium-sized image, and sim 80% impact on system throughput in a large image), even though these functions have been conventionally overlooked in deep learning system design. Our work identifies important performance bottlenecks in different application scenarios, achieves 2.25times better throughput compared to prior work, and paves the way for more holistic deep learning system design.

Revisiting VerilogEval: Newer LLMs, In-Context Learning, and Specification-to-RTL Tasks

The application of large-language models (LLMs) to digital hardware code generation is an emerging field. Most LLMs are primarily trained on natural language and software code. Hardware code, such as Verilog, represents only a small portion of the training data and few hardware benchmarks exist. To address this gap, the open-source VerilogEval benchmark was released in 2023, providing a consistent evaluation framework for LLMs on code completion tasks. It was tested on state-of-the-art models at the time including GPT-4. However, VerilogEval and other Verilog generation benchmarks lack failure analysis and, in present form, are not conducive to exploring prompting techniques. Also, since VerilogEval's release, both commercial and open-source models have seen continued development. In this work, we evaluate new commercial and open-source models of varying sizes against an improved VerilogEval benchmark suite. We enhance VerilogEval's infrastructure and dataset by automatically classifying failures, introduce new prompts for supporting in-context learning (ICL) examples, and extend the supported tasks to specification-to-RTL translation. We find a measurable improvement in commercial state-of-the-art models, with GPT-4 Turbo achieving a 59% pass rate on spec-to-RTL tasks. We also study the performance of open-source and domain-specific models that have emerged, and demonstrate that models can benefit substantially from ICL. We find that recently-released Llama 3.1 405B achieves a pass rate of 58%, effectively matching that of GPT-4 Turbo, and that the much smaller domain-specific RTL-Coder 6.7B models achieve an impressive 37% pass rate. However, prompt engineering is key to achieving good pass rates, and varies widely with model and task. A benchmark infrastructure that allows for prompt engineering and failure analysis is key to continued model development and deployment.

GraphFM: A Comprehensive Benchmark for Graph Foundation Model

Foundation Models (FMs) serve as a general class for the development of artificial intelligence systems, offering broad potential for generalization across a spectrum of downstream tasks. Despite extensive research into self-supervised learning as the cornerstone of FMs, several outstanding issues persist in Graph Foundation Models that rely on graph self-supervised learning, namely: 1) Homogenization. The extent of generalization capability on downstream tasks remains unclear. 2) Scalability. It is unknown how effectively these models can scale to large datasets. 3) Efficiency. The training time and memory usage of these models require evaluation. 4) Training Stop Criteria. Determining the optimal stopping strategy for pre-training across multiple tasks to maximize performance on downstream tasks. To address these questions, we have constructed a rigorous benchmark that thoroughly analyzes and studies the generalization and scalability of self-supervised Graph Neural Network (GNN) models. Regarding generalization, we have implemented and compared the performance of various self-supervised GNN models, trained to generate node representations, across tasks such as node classification, link prediction, and node clustering. For scalability, we have compared the performance of various models after training using full-batch and mini-batch strategies. Additionally, we have assessed the training efficiency of these models by conducting experiments to test their GPU memory usage and throughput. Through these experiments, we aim to provide insights to motivate future research. The code for this benchmark is publicly available at https://github.com/NYUSHCS/GraphFM.

Molecule3D: A Benchmark for Predicting 3D Geometries from Molecular Graphs

Graph neural networks are emerging as promising methods for modeling molecular graphs, in which nodes and edges correspond to atoms and chemical bonds, respectively. Recent studies show that when 3D molecular geometries, such as bond lengths and angles, are available, molecular property prediction tasks can be made more accurate. However, computing of 3D molecular geometries requires quantum calculations that are computationally prohibitive. For example, accurate calculation of 3D geometries of a small molecule requires hours of computing time using density functional theory (DFT). Here, we propose to predict the ground-state 3D geometries from molecular graphs using machine learning methods. To make this feasible, we develop a benchmark, known as Molecule3D, that includes a dataset with precise ground-state geometries of approximately 4 million molecules derived from DFT. We also provide a set of software tools for data processing, splitting, training, and evaluation, etc. Specifically, we propose to assess the error and validity of predicted geometries using four metrics. We implement two baseline methods that either predict the pairwise distance between atoms or atom coordinates in 3D space. Experimental results show that, compared with generating 3D geometries with RDKit, our method can achieve comparable prediction accuracy but with much smaller computational costs. Our Molecule3D is available as a module of the MoleculeX software library (https://github.com/divelab/MoleculeX).

Hardware Acceleration of Neural Graphics

Rendering and inverse-rendering algorithms that drive conventional computer graphics have recently been superseded by neural representations (NR). NRs have recently been used to learn the geometric and the material properties of the scenes and use the information to synthesize photorealistic imagery, thereby promising a replacement for traditional rendering algorithms with scalable quality and predictable performance. In this work we ask the question: Does neural graphics (NG) need hardware support? We studied representative NG applications showing that, if we want to render 4k res. at 60FPS there is a gap of 1.5X-55X in the desired performance on current GPUs. For AR/VR applications, there is an even larger gap of 2-4 OOM between the desired performance and the required system power. We identify that the input encoding and the MLP kernels are the performance bottlenecks, consuming 72%,60% and 59% of application time for multi res. hashgrid, multi res. densegrid and low res. densegrid encodings, respectively. We propose a NG processing cluster, a scalable and flexible hardware architecture that directly accelerates the input encoding and MLP kernels through dedicated engines and supports a wide range of NG applications. We also accelerate the rest of the kernels by fusing them together in Vulkan, which leads to 9.94X kernel-level performance improvement compared to un-fused implementation of the pre-processing and the post-processing kernels. Our results show that, NGPC gives up to 58X end-to-end application-level performance improvement, for multi res. hashgrid encoding on average across the four NG applications, the performance benefits are 12X,20X,33X and 39X for the scaling factor of 8,16,32 and 64, respectively. Our results show that with multi res. hashgrid encoding, NGPC enables the rendering of 4k res. at 30FPS for NeRF and 8k res. at 120FPS for all our other NG applications.

ChaosBench: A Multi-Channel, Physics-Based Benchmark for Subseasonal-to-Seasonal Climate Prediction

Accurate prediction of climate in the subseasonal-to-seasonal scale is crucial for disaster readiness, reduced economic risk, and improved policy-making amidst climate change. Yet, S2S prediction remains challenging due to the chaotic nature of the system. At present, existing benchmarks for weather and climate applications, tend to (1) have shorter forecasting range of up-to 14 days, (2) do not include a wide range of operational baseline forecasts, and (3) lack physics-based constraints for explainability. Thus, we propose ChaosBench, a large-scale, multi-channel, physics-based benchmark for S2S prediction. ChaosBench has over 460K frames of real-world observations and simulations, each with 60 variable-channels and spanning for up-to 45 years. We also propose several physics-based, in addition to vision-based metrics, that enables for a more physically-consistent model. Furthermore, we include a diverse set of physics-based forecasts from 4 national weather agencies as baselines to our data-driven counterpart. We establish two tasks that vary in complexity: full and sparse dynamics prediction. Our benchmark is one of the first to perform large-scale evaluation on existing models including PanguWeather, FourCastNetV2, GraphCast, and ClimaX, and finds methods originally developed for weather-scale applications fails on S2S task. We release our benchmark code and datasets at https://leap-stc.github.io/ChaosBench.

EvoCodeBench: An Evolving Code Generation Benchmark Aligned with Real-World Code Repositories

How to evaluate Large Language Models (LLMs) in code generation is an open question. Existing benchmarks demonstrate poor alignment with real-world code repositories and are insufficient to evaluate the coding abilities of LLMs. This paper proposes a new benchmark - EvoCodeBench to address the preceding problems, which has three primary advances. (1) EvoCodeBench aligns with real-world repositories in multiple dimensions, e.g., code distributions and dependency distributions. (2) EvoCodeBench offers comprehensive annotations (e.g., requirements, reference code, and reference dependencies), and robust evaluation metrics (e.g., Pass@k and Recall@k). (3) EvoCodeBench is an evolving benchmark to avoid data leakage. We build an automatic pipeline to update EvoCodeBench from the latest repositories. We release the first version - EvoCodeBench-2403, containing 275 samples from 25 real-world repositories. Based on EvoCodeBench, we propose repository-level code generation and evaluate 10 popular LLMs (e.g., gpt-4, gpt-3.5, DeepSeek Coder, StarCoder 2, CodeLLaMa, Gemma, and Qwen 1.5). Our experiments reveal the coding abilities of these LLMs in real-world repositories. For example, the highest Pass@1 of gpt-4 only is 20.73% in our experiments. We also analyze failed cases and summarize the shortcomings of existing LLMs in EvoCodeBench. We release EvoCodeBench, all prompts, and LLMs' completions for further community analysis.

NAVSIM: Data-Driven Non-Reactive Autonomous Vehicle Simulation and Benchmarking

Benchmarking vision-based driving policies is challenging. On one hand, open-loop evaluation with real data is easy, but these results do not reflect closed-loop performance. On the other, closed-loop evaluation is possible in simulation, but is hard to scale due to its significant computational demands. Further, the simulators available today exhibit a large domain gap to real data. This has resulted in an inability to draw clear conclusions from the rapidly growing body of research on end-to-end autonomous driving. In this paper, we present NAVSIM, a middle ground between these evaluation paradigms, where we use large datasets in combination with a non-reactive simulator to enable large-scale real-world benchmarking. Specifically, we gather simulation-based metrics, such as progress and time to collision, by unrolling bird's eye view abstractions of the test scenes for a short simulation horizon. Our simulation is non-reactive, i.e., the evaluated policy and environment do not influence each other. As we demonstrate empirically, this decoupling allows open-loop metric computation while being better aligned with closed-loop evaluations than traditional displacement errors. NAVSIM enabled a new competition held at CVPR 2024, where 143 teams submitted 463 entries, resulting in several new insights. On a large set of challenging scenarios, we observe that simple methods with moderate compute requirements such as TransFuser can match recent large-scale end-to-end driving architectures such as UniAD. Our modular framework can potentially be extended with new datasets, data curation strategies, and metrics, and will be continually maintained to host future challenges. Our code is available at https://github.com/autonomousvision/navsim.

ONEBench to Test Them All: Sample-Level Benchmarking Over Open-Ended Capabilities

Traditional fixed test sets fall short in evaluating open-ended capabilities of foundation models. To address this, we propose ONEBench(OpeN-Ended Benchmarking), a new testing paradigm that consolidates individual evaluation datasets into a unified, ever-expanding sample pool. ONEBench allows users to generate custom, open-ended evaluation benchmarks from this pool, corresponding to specific capabilities of interest. By aggregating samples across test sets, ONEBench enables the assessment of diverse capabilities beyond those covered by the original test sets, while mitigating overfitting and dataset bias. Most importantly, it frames model evaluation as a collective process of selecting and aggregating sample-level tests. The shift from task-specific benchmarks to ONEBench introduces two challenges: (1)heterogeneity and (2)incompleteness. Heterogeneity refers to the aggregation over diverse metrics, while incompleteness describes comparing models evaluated on different data subsets. To address these challenges, we explore algorithms to aggregate sparse measurements into reliable model scores. Our aggregation algorithm ensures identifiability(asymptotically recovering ground-truth scores) and rapid convergence, enabling accurate model ranking with less data. On homogenous datasets, we show our aggregation algorithm provides rankings that highly correlate with those produced by average scores. We also demonstrate robustness to ~95% of measurements missing, reducing evaluation cost by up to 20x with little-to-no change in model rankings. We introduce ONEBench-LLM for language models and ONEBench-LMM for vision-language models, unifying evaluations across these domains. Overall, we present a technique for open-ended evaluation, which can aggregate over incomplete, heterogeneous sample-level measurements to continually grow a benchmark alongside the rapidly developing foundation models.

Fast and Accurate Model Scaling

In this work we analyze strategies for convolutional neural network scaling; that is, the process of scaling a base convolutional network to endow it with greater computational complexity and consequently representational power. Example scaling strategies may include increasing model width, depth, resolution, etc. While various scaling strategies exist, their tradeoffs are not fully understood. Existing analysis typically focuses on the interplay of accuracy and flops (floating point operations). Yet, as we demonstrate, various scaling strategies affect model parameters, activations, and consequently actual runtime quite differently. In our experiments we show the surprising result that numerous scaling strategies yield networks with similar accuracy but with widely varying properties. This leads us to propose a simple fast compound scaling strategy that encourages primarily scaling model width, while scaling depth and resolution to a lesser extent. Unlike currently popular scaling strategies, which result in about O(s) increase in model activation w.r.t. scaling flops by a factor of s, the proposed fast compound scaling results in close to O(s) increase in activations, while achieving excellent accuracy. This leads to comparable speedups on modern memory-limited hardware (e.g., GPU, TPU). More generally, we hope this work provides a framework for analyzing and selecting scaling strategies under various computational constraints.

MUSES: 3D-Controllable Image Generation via Multi-Modal Agent Collaboration

Despite recent advancements in text-to-image generation, most existing methods struggle to create images with multiple objects and complex spatial relationships in 3D world. To tackle this limitation, we introduce a generic AI system, namely MUSES, for 3D-controllable image generation from user queries. Specifically, our MUSES addresses this challenging task by developing a progressive workflow with three key components, including (1) Layout Manager for 2D-to-3D layout lifting, (2) Model Engineer for 3D object acquisition and calibration, (3) Image Artist for 3D-to-2D image rendering. By mimicking the collaboration of human professionals, this multi-modal agent pipeline facilitates the effective and automatic creation of images with 3D-controllable objects, through an explainable integration of top-down planning and bottom-up generation. Additionally, we find that existing benchmarks lack detailed descriptions of complex 3D spatial relationships of multiple objects. To fill this gap, we further construct a new benchmark of T2I-3DisBench (3D image scene), which describes diverse 3D image scenes with 50 detailed prompts. Extensive experiments show the state-of-the-art performance of MUSES on both T2I-CompBench and T2I-3DisBench, outperforming recent strong competitors such as DALL-E 3 and Stable Diffusion 3. These results demonstrate a significant step of MUSES forward in bridging natural language, 2D image generation, and 3D world. Our codes and models will be released soon.

Robo3D: Towards Robust and Reliable 3D Perception against Corruptions

The robustness of 3D perception systems under natural corruptions from environments and sensors is pivotal for safety-critical applications. Existing large-scale 3D perception datasets often contain data that are meticulously cleaned. Such configurations, however, cannot reflect the reliability of perception models during the deployment stage. In this work, we present Robo3D, the first comprehensive benchmark heading toward probing the robustness of 3D detectors and segmentors under out-of-distribution scenarios against natural corruptions that occur in real-world environments. Specifically, we consider eight corruption types stemming from adversarial weather conditions, external disturbances, and internal sensor failure. We uncover that, although promising results have been progressively achieved on standard benchmarks, state-of-the-art 3D perception models are at risk of being vulnerable to corruptions. We draw key observations on the use of data representations, augmentation schemes, and training strategies, that could severely affect the model's performance. To pursue better robustness, we propose a density-insensitive training framework along with a simple flexible voxelization strategy to enhance the model resiliency. We hope our benchmark and approach could inspire future research in designing more robust and reliable 3D perception models. Our robustness benchmark suite is publicly available.

Top Leaderboard Ranking = Top Coding Proficiency, Always? EvoEval: Evolving Coding Benchmarks via LLM

LLMs have become the go-to choice for code generation tasks, with an exponential increase in the training, development, and usage of LLMs specifically for code generation. To evaluate the ability of LLMs on code, both academic and industry practitioners rely on popular handcrafted benchmarks. However, prior benchmarks contain only a very limited set of problems, both in quantity and variety. Further, due to popularity and age, many benchmarks are prone to data leakage where example solutions can be readily found on the web and thus potentially in training data. Such limitations inevitably lead us to inquire: Is the leaderboard performance on existing benchmarks reliable and comprehensive enough to measure the program synthesis ability of LLMs? To address this, we introduce EvoEval -- a program synthesis benchmark suite created by evolving existing benchmarks into different targeted domains for a comprehensive evaluation of LLM coding abilities. Our study on 51 LLMs shows that compared to the high performance obtained on standard benchmarks like HumanEval, there is a significant drop in performance (on average 39.4%) when using EvoEval. Additionally, the decrease in performance can range from 19.6% to 47.7%, leading to drastic ranking changes amongst LLMs and showing potential overfitting of existing benchmarks. Furthermore, we showcase various insights, including the brittleness of instruction-following models when encountering rewording or subtle changes as well as the importance of learning problem composition and decomposition. EvoEval not only provides comprehensive benchmarks, but can be used to further evolve arbitrary problems to keep up with advances and the ever-changing landscape of LLMs for code. We have open-sourced our benchmarks, tools, and complete LLM generations at https://github.com/evo-eval/evoeval

Understanding GEMM Performance and Energy on NVIDIA Ada Lovelace: A Machine Learning-Based Analytical Approach

Analytical framework for predicting General Matrix Multiplication (GEMM) performance on modern GPUs, focusing on runtime, power consumption, and energy efficiency. Our study employs two approaches: a custom-implemented tiled matrix multiplication kernel for fundamental analysis, and NVIDIA's CUTLASS library for comprehensive performance data collection across advanced configurations. Using the NVIDIA RTX 4070 as our experimental platform, we developed a Random Forest-based prediction model with multi-output regression capability. Through analysis of both naive tiled matrix multiplication with varying tile sizes (1 to 32) and 16,128 CUTLASS GEMM operations across diverse configurations, we identified critical performance patterns related to matrix dimensions, thread block configurations, and memory access patterns. Our framework achieved exceptional accuracy with an R^2 score of 0.98 for runtime prediction (mean error 15.57%) and 0.78 for power prediction (median error 5.42%). The system successfully predicts performance across matrix sizes, demonstrating robust scaling behavior. Our results show that optimal tile size selection can improve performance by up to 3.2x while reducing power consumption by 22% compared to baseline configurations. Analysis of shared memory utilization and SM occupancy reveals that tile sizes of 16x16 achieve the best balance between parallelism and resource usage. The implementation of our framework, including prediction models and analysis tools, is available as an open-source project at GPPerf [https://github.com/pavlyhalim/GPPerf].

BODex: Scalable and Efficient Robotic Dexterous Grasp Synthesis Using Bilevel Optimization

Robotic dexterous grasping is important for interacting with the environment. To unleash the potential of data-driven models for dexterous grasping, a large-scale, high-quality dataset is essential. While gradient-based optimization offers a promising way for constructing such datasets, previous works suffer from limitations, such as inefficiency, strong assumptions in the grasp quality energy, or limited object sets for experiments. Moreover, the lack of a standard benchmark for comparing different methods and datasets hinders progress in this field. To address these challenges, we develop a highly efficient synthesis system and a comprehensive benchmark with MuJoCo for dexterous grasping. We formulate grasp synthesis as a bilevel optimization problem, combining a novel lower-level quadratic programming (QP) with an upper-level gradient descent process. By leveraging recent advances in CUDA-accelerated robotic libraries and GPU-based QP solvers, our system can parallelize thousands of grasps and synthesize over 49 grasps per second on a single 3090 GPU. Our synthesized grasps for Shadow, Allegro, and Leap hands all achieve a success rate above 75% in simulation, with a penetration depth under 1 mm, outperforming existing baselines on nearly all metrics. Compared to the previous large-scale dataset, DexGraspNet, our dataset significantly improves the performance of learning models, with a success rate from around 40% to 80% in simulation. Real-world testing of the trained model on the Shadow Hand achieves an 81% success rate across 20 diverse objects. The codes and datasets are released on our project page: https://pku-epic.github.io/BODex.

The impact of internal variability on benchmarking deep learning climate emulators

Full-complexity Earth system models (ESMs) are computationally very expensive, limiting their use in exploring the climate outcomes of multiple emission pathways. More efficient emulators that approximate ESMs can directly map emissions onto climate outcomes, and benchmarks are being used to evaluate their accuracy on standardized tasks and datasets. We investigate a popular benchmark in data-driven climate emulation, ClimateBench, on which deep learning-based emulators are currently achieving the best performance. We implement a linear regression-based emulator, akin to pattern scaling, and find that it outperforms the incumbent 100M-parameter deep learning foundation model, ClimaX, on 3 out of 4 regionally-resolved surface-level climate variables. While emulating surface temperature is expected to be predominantly linear, this result is surprising for emulating precipitation. We identify that this outcome is a result of high levels of internal variability in the benchmark targets. To address internal variability, we update the benchmark targets with ensemble averages from the MPI-ESM1.2-LR model that contain 50 instead of 3 climate simulations per emission pathway. Using the new targets, we show that linear pattern scaling continues to be more accurate on temperature, but can be outperformed by a deep learning-based model for emulating precipitation. We publish our code, data, and an interactive tutorial at github.com/blutjens/climate-emulator.

"Give Me BF16 or Give Me Death"? Accuracy-Performance Trade-Offs in LLM Quantization

Despite the popularity of large language model (LLM) quantization for inference acceleration, significant uncertainty remains regarding the accuracy-performance trade-offs associated with various quantization formats. We present a comprehensive empirical study of quantized accuracy, evaluating popular quantization formats (FP8, INT8, INT4) across academic benchmarks and real-world tasks, on the entire Llama-3.1 model family. Additionally, our study examines the difference in text generated by quantized models versus their uncompressed counterparts. Beyond benchmarks, we also present a couple of quantization improvements which allowed us to obtain state-of-the-art accuracy recovery results. Our investigation, encompassing over 500,000 individual evaluations, yields several key findings: (1) FP8 weight and activation quantization (W8A8-FP) is lossless across all model scales, (2) INT8 weight and activation quantization (W8A8-INT), when properly tuned, incurs surprisingly low 1-3% accuracy degradation, and (3) INT4 weight-only quantization (W4A16-INT) is competitive with 8-bit integer weight and activation quantization. To address the question of the "best" format for a given deployment environment, we conduct inference performance analysis using the popular open-source vLLM framework on various GPU architectures. We find that W4A16 offers the best cost-efficiency for synchronous deployments, and for asynchronous deployment on mid-tier GPUs. At the same time, W8A8 formats excel in asynchronous "continuous batching" deployment of mid- and large-size models on high-end GPUs. Our results provide a set of practical guidelines for deploying quantized LLMs across scales and performance requirements.

JavaBench: A Benchmark of Object-Oriented Code Generation for Evaluating Large Language Models

Code generation benchmarks such as HumanEval are widely adopted to evaluate LLMs' capabilities. However, after consolidating the latest 24 benchmarks, we noticed three significant imbalances. First, imbalanced programming language. 95.8% of benchmarks involve Python, while only 5 benchmarks involve Java. Second, imbalanced code granularity. Function-/statement-level benchmarks account for over 83.3% of benchmarks. Only a mere handful extends to class-/project-levels, and all are limited to Python. Third, lacking advanced features. Existing benchmarks primarily assess basic coding skills, while overlooking advanced Object-Oriented Programming (OOP) features (i.e., encapsulation, inheritance, and polymorphism). To fill these gaps, we propose JavaBench, a project-level Java benchmark that exercises OOP features. It comprises four Java projects with 389 methods in 106 Java classes. The test coverage is up to 92%, and JavaBench is attested by 282 undergraduate students, reaching a 90.93/100 average score (i.e., pass rate against the test suite), ensuring the quality of documentation, code skeleton, and tests. To better evaluate LLM's capability against JavaBench, we introduce a systematic evaluation design covering three context settings and five synthesis strategies at two granularities using three hierarchical metrics. Our extensive experiment yields several interesting findings. First, we noticed that regarding project-level Java programming, LLMs are far behind undergraduate students (no project can be correctly completed by any studied LLMs, and at most 41.17% Pass@5 in a more relaxed evaluation). Second, using method signature as prompt context may strike an ideal balance for project-level code generation. JavaBench is publicly available at https://github.com/java-bench/JavaBench.

DOMAINEVAL: An Auto-Constructed Benchmark for Multi-Domain Code Generation

Code benchmarks such as HumanEval are widely adopted to evaluate the capabilities of Large Language Models (LLMs), providing insights into their strengths and weaknesses. However, current benchmarks primarily exercise LLMs' capability on common coding tasks (e.g., bubble sort, greatest common divisor), leaving domain-specific coding tasks (e.g., computation, system, cryptography) unexplored. To fill this gap, we propose a multi-domain code benchmark, DOMAINEVAL, designed to evaluate LLMs' coding capabilities thoroughly. Our pipeline works in a fully automated manner, enabling a push-bottom construction from code repositories into formatted subjects under study. Interesting findings are observed by evaluating 12 representative LLMs against DOMAINEVAL. We notice that LLMs are generally good at computation tasks while falling short on cryptography and system coding tasks. The performance gap can be as much as 68.94% (80.94% - 12.0%) in some LLMs. We also observe that generating more samples can increase the overall performance of LLMs, while the domain bias may even increase. The contributions of this study include a code generation benchmark dataset DOMAINEVAL, encompassing six popular domains, a fully automated pipeline for constructing code benchmarks, and an identification of the limitations of LLMs in code generation tasks based on their performance on DOMAINEVAL, providing directions for future research improvements. The leaderboard is available at https://domaineval.github.io/.

TEMPI: An Interposed MPI Library with a Canonical Representation of CUDA-aware Datatypes

MPI derived datatypes are an abstraction that simplifies handling of non-contiguous data in MPI applications. These datatypes are recursively constructed at runtime from primitive Named Types defined in the MPI standard. More recently, the development and deployment of CUDA-aware MPI implementations has encouraged the transition of distributed high-performance MPI codes to use GPUs. Such implementations allow MPI functions to directly operate on GPU buffers, easing integration of GPU compute into MPI codes. This work first presents a novel datatype handling strategy for nested strided datatypes, which finds a middle ground between the specialized or generic handling in prior work. This work also shows that the performance characteristics of non-contiguous data handling can be modeled with empirical system measurements, and used to transparently improve MPI_Send/Recv latency. Finally, despite substantial attention to non-contiguous GPU data and CUDA-aware MPI implementations, good performance cannot be taken for granted. This work demonstrates its contributions through an MPI interposer library, TEMPI. TEMPI can be used with existing MPI deployments without system or application changes. Ultimately, the interposed-library model of this work demonstrates MPI_Pack speedup of up to 242000x and MPI_Send speedup of up to 59000x compared to the MPI implementation deployed on a leadership-class supercomputer. This yields speedup of more than 917x in a 3D halo exchange with 3072 processes.

ZeRO-Infinity: Breaking the GPU Memory Wall for Extreme Scale Deep Learning

In the last three years, the largest dense deep learning models have grown over 1000x to reach hundreds of billions of parameters, while the GPU memory has only grown by 5x (16 GB to 80 GB). Therefore, the growth in model scale has been supported primarily though system innovations that allow large models to fit in the aggregate GPU memory of multiple GPUs. However, we are getting close to the GPU memory wall. It requires 800 NVIDIA V100 GPUs just to fit a trillion parameter model for training, and such clusters are simply out of reach for most data scientists. In addition, training models at that scale requires complex combinations of parallelism techniques that puts a big burden on the data scientists to refactor their model. In this paper we present ZeRO-Infinity, a novel heterogeneous system technology that leverages GPU, CPU, and NVMe memory to allow for unprecedented model scale on limited resources without requiring model code refactoring. At the same time it achieves excellent training throughput and scalability, unencumbered by the limited CPU or NVMe bandwidth. ZeRO-Infinity can fit models with tens and even hundreds of trillions of parameters for training on current generation GPU clusters. It can be used to fine-tune trillion parameter models on a single NVIDIA DGX-2 node, making large models more accessible. In terms of training throughput and scalability, it sustains over 25 petaflops on 512 NVIDIA V100 GPUs(40% of peak), while also demonstrating super linear scalability. An open source implementation of ZeRO-Infinity is available through DeepSpeed, a deep learning optimization library that makes distributed training easy, efficient, and effective.

3DIS-FLUX: simple and efficient multi-instance generation with DiT rendering

The growing demand for controllable outputs in text-to-image generation has driven significant advancements in multi-instance generation (MIG), enabling users to define both instance layouts and attributes. Currently, the state-of-the-art methods in MIG are primarily adapter-based. However, these methods necessitate retraining a new adapter each time a more advanced model is released, resulting in significant resource consumption. A methodology named Depth-Driven Decoupled Instance Synthesis (3DIS) has been introduced, which decouples MIG into two distinct phases: 1) depth-based scene construction and 2) detail rendering with widely pre-trained depth control models. The 3DIS method requires adapter training solely during the scene construction phase, while enabling various models to perform training-free detail rendering. Initially, 3DIS focused on rendering techniques utilizing U-Net architectures such as SD1.5, SD2, and SDXL, without exploring the potential of recent DiT-based models like FLUX. In this paper, we present 3DIS-FLUX, an extension of the 3DIS framework that integrates the FLUX model for enhanced rendering capabilities. Specifically, we employ the FLUX.1-Depth-dev model for depth map controlled image generation and introduce a detail renderer that manipulates the Attention Mask in FLUX's Joint Attention mechanism based on layout information. This approach allows for the precise rendering of fine-grained attributes of each instance. Our experimental results indicate that 3DIS-FLUX, leveraging the FLUX model, outperforms the original 3DIS method, which utilized SD2 and SDXL, and surpasses current state-of-the-art adapter-based methods in terms of both performance and image quality. Project Page: https://limuloo.github.io/3DIS/.

PyTorch-Direct: Enabling GPU Centric Data Access for Very Large Graph Neural Network Training with Irregular Accesses

With the increasing adoption of graph neural networks (GNNs) in the machine learning community, GPUs have become an essential tool to accelerate GNN training. However, training GNNs on very large graphs that do not fit in GPU memory is still a challenging task. Unlike conventional neural networks, mini-batching input samples in GNNs requires complicated tasks such as traversing neighboring nodes and gathering their feature values. While this process accounts for a significant portion of the training time, we find existing GNN implementations using popular deep neural network (DNN) libraries such as PyTorch are limited to a CPU-centric approach for the entire data preparation step. This "all-in-CPU" approach has negative impact on the overall GNN training performance as it over-utilizes CPU resources and hinders GPU acceleration of GNN training. To overcome such limitations, we introduce PyTorch-Direct, which enables a GPU-centric data accessing paradigm for GNN training. In PyTorch-Direct, GPUs are capable of efficiently accessing complicated data structures in host memory directly without CPU intervention. Our microbenchmark and end-to-end GNN training results show that PyTorch-Direct reduces data transfer time by 47.1% on average and speeds up GNN training by up to 1.6x. Furthermore, by reducing CPU utilization, PyTorch-Direct also saves system power by 12.4% to 17.5% during training. To minimize programmer effort, we introduce a new "unified tensor" type along with necessary changes to the PyTorch memory allocator, dispatch logic, and placement rules. As a result, users need to change at most two lines of their PyTorch GNN training code for each tensor object to take advantage of PyTorch-Direct.

BiBench: Benchmarking and Analyzing Network Binarization

Network binarization emerges as one of the most promising compression approaches offering extraordinary computation and memory savings by minimizing the bit-width. However, recent research has shown that applying existing binarization algorithms to diverse tasks, architectures, and hardware in realistic scenarios is still not straightforward. Common challenges of binarization, such as accuracy degradation and efficiency limitation, suggest that its attributes are not fully understood. To close this gap, we present BiBench, a rigorously designed benchmark with in-depth analysis for network binarization. We first carefully scrutinize the requirements of binarization in the actual production and define evaluation tracks and metrics for a comprehensive and fair investigation. Then, we evaluate and analyze a series of milestone binarization algorithms that function at the operator level and with extensive influence. Our benchmark reveals that 1) the binarized operator has a crucial impact on the performance and deployability of binarized networks; 2) the accuracy of binarization varies significantly across different learning tasks and neural architectures; 3) binarization has demonstrated promising efficiency potential on edge devices despite the limited hardware support. The results and analysis also lead to a promising paradigm for accurate and efficient binarization. We believe that BiBench will contribute to the broader adoption of binarization and serve as a foundation for future research. The code for our BiBench is released https://github.com/htqin/BiBench .

REAP: A Large-Scale Realistic Adversarial Patch Benchmark

Machine learning models are known to be susceptible to adversarial perturbation. One famous attack is the adversarial patch, a sticker with a particularly crafted pattern that makes the model incorrectly predict the object it is placed on. This attack presents a critical threat to cyber-physical systems that rely on cameras such as autonomous cars. Despite the significance of the problem, conducting research in this setting has been difficult; evaluating attacks and defenses in the real world is exceptionally costly while synthetic data are unrealistic. In this work, we propose the REAP (REalistic Adversarial Patch) benchmark, a digital benchmark that allows the user to evaluate patch attacks on real images, and under real-world conditions. Built on top of the Mapillary Vistas dataset, our benchmark contains over 14,000 traffic signs. Each sign is augmented with a pair of geometric and lighting transformations, which can be used to apply a digitally generated patch realistically onto the sign. Using our benchmark, we perform the first large-scale assessments of adversarial patch attacks under realistic conditions. Our experiments suggest that adversarial patch attacks may present a smaller threat than previously believed and that the success rate of an attack on simpler digital simulations is not predictive of its actual effectiveness in practice. We release our benchmark publicly at https://github.com/wagner-group/reap-benchmark.

A Critical Review of Large Language Model on Software Engineering: An Example from ChatGPT and Automated Program Repair

Large Language Models (LLMs) have been gaining increasing attention and demonstrated promising performance across a variety of Software Engineering (SE) tasks, such as Automated Program Repair (APR), code summarization, and code completion. For example, ChatGPT, the latest black-box LLM, has been investigated by numerous recent research studies and has shown impressive performance in various tasks. However, there exists a potential risk of data leakage since these LLMs are usually close-sourced with unknown specific training details, e.g., pre-training datasets. In this paper, we seek to review the bug-fixing capabilities of ChatGPT on a clean APR benchmark with different research objectives. We first introduce {\benchmark}, a new benchmark with buggy and the corresponding fixed programs from competitive programming problems starting from 2023, after the training cutoff point of ChatGPT. The results on {\benchmark} show that ChatGPT is able to fix 109 out of 151 buggy programs using the basic prompt within 35 independent rounds, outperforming state-of-the-art LLMs CodeT5 and PLBART by 27.5\% and 62.4\% prediction accuracy. We also investigate the impact of three types of prompts, i.e., problem description, error feedback, and bug localization, leading to additional 34 fixed bugs. Besides, we provide additional discussion from the interactive nature of ChatGPT to illustrate the capacity of a dialog-based repair workflow with 9 additional fixed bugs. Inspired by the findings, we further pinpoint various challenges and opportunities for advanced SE study equipped with such LLMs (e.g.,~ChatGPT) in the near future. More importantly, our work calls for more research on the reevaluation of the achievements obtained by existing black-box LLMs across various SE tasks, not limited to ChatGPT on APR.

The Fault in our Stars: Quality Assessment of Code Generation Benchmarks

Large Language Models (LLMs) are gaining popularity among software engineers. A crucial aspect of developing effective code generation LLMs is to evaluate these models using a robust benchmark. Evaluation benchmarks with quality issues can provide a false sense of performance. In this work, we conduct the first-of-its-kind study of the quality of prompts within benchmarks used to compare the performance of different code generation models. To conduct this study, we analyzed 3,566 prompts from 9 code generation benchmarks to identify quality issues in them. We also investigated whether fixing the identified quality issues in the benchmarks' prompts affects a model's performance. We also studied memorization issues of the evaluation dataset, which can put into question a benchmark's trustworthiness. We found that code generation evaluation benchmarks mainly focused on Python and coding exercises and had very limited contextual dependencies to challenge the model. These datasets and the developers' prompts suffer from quality issues like spelling and grammatical errors, unclear sentences to express developers' intent, and not using proper documentation style. Fixing all these issues in the benchmarks can lead to a better performance for Python code generation, but not a significant improvement was observed for Java code generation. We also found evidence that GPT-3.5-Turbo and CodeGen-2.5 models may have data contamination issues.

FMB: a Functional Manipulation Benchmark for Generalizable Robotic Learning

In this paper, we propose a real-world benchmark for studying robotic learning in the context of functional manipulation: a robot needs to accomplish complex long-horizon behaviors by composing individual manipulation skills in functionally relevant ways. The core design principles of our Functional Manipulation Benchmark (FMB) emphasize a harmonious balance between complexity and accessibility. Tasks are deliberately scoped to be narrow, ensuring that models and datasets of manageable scale can be utilized effectively to track progress. Simultaneously, they are diverse enough to pose a significant generalization challenge. Furthermore, the benchmark is designed to be easily replicable, encompassing all essential hardware and software components. To achieve this goal, FMB consists of a variety of 3D-printed objects designed for easy and accurate replication by other researchers. The objects are procedurally generated, providing a principled framework to study generalization in a controlled fashion. We focus on fundamental manipulation skills, including grasping, repositioning, and a range of assembly behaviors. The FMB can be used to evaluate methods for acquiring individual skills, as well as methods for combining and ordering such skills to solve complex, multi-stage manipulation tasks. We also offer an imitation learning framework that includes a suite of policies trained to solve the proposed tasks. This enables researchers to utilize our tasks as a versatile toolkit for examining various parts of the pipeline. For example, researchers could propose a better design for a grasping controller and evaluate it in combination with our baseline reorientation and assembly policies as part of a pipeline for solving multi-stage tasks. Our dataset, object CAD files, code, and evaluation videos can be found on our project website: https://functional-manipulation-benchmark.github.io

RotationDrag: Point-based Image Editing with Rotated Diffusion Features

A precise and user-friendly manipulation of image content while preserving image fidelity has always been crucial to the field of image editing. Thanks to the power of generative models, recent point-based image editing methods allow users to interactively change the image content with high generalizability by clicking several control points. But the above mentioned editing process is usually based on the assumption that features stay constant in the motion supervision step from initial to target points. In this work, we conduct a comprehensive investigation in the feature space of diffusion models, and find that features change acutely under in-plane rotation. Based on this, we propose a novel approach named RotationDrag, which significantly improves point-based image editing performance when users intend to in-plane rotate the image content. Our method tracks handle points more precisely by utilizing the feature map of the rotated images, thus ensuring precise optimization and high image fidelity. Furthermore, we build a in-plane rotation focused benchmark called RotateBench, the first benchmark to evaluate the performance of point-based image editing method under in-plane rotation scenario on both real images and generated images. A thorough user study demonstrates the superior capability in accomplishing in-plane rotation that users intend to achieve, comparing the DragDiffusion baseline and other existing diffusion-based methods. See the project page https://github.com/Tony-Lowe/RotationDrag for code and experiment results.

BottleFit: Learning Compressed Representations in Deep Neural Networks for Effective and Efficient Split Computing

Although mission-critical applications require the use of deep neural networks (DNNs), their continuous execution at mobile devices results in a significant increase in energy consumption. While edge offloading can decrease energy consumption, erratic patterns in channel quality, network and edge server load can lead to severe disruption of the system's key operations. An alternative approach, called split computing, generates compressed representations within the model (called "bottlenecks"), to reduce bandwidth usage and energy consumption. Prior work has proposed approaches that introduce additional layers, to the detriment of energy consumption and latency. For this reason, we propose a new framework called BottleFit, which, in addition to targeted DNN architecture modifications, includes a novel training strategy to achieve high accuracy even with strong compression rates. We apply BottleFit on cutting-edge DNN models in image classification, and show that BottleFit achieves 77.1% data compression with up to 0.6% accuracy loss on ImageNet dataset, while state of the art such as SPINN loses up to 6% in accuracy. We experimentally measure the power consumption and latency of an image classification application running on an NVIDIA Jetson Nano board (GPU-based) and a Raspberry PI board (GPU-less). We show that BottleFit decreases power consumption and latency respectively by up to 49% and 89% with respect to (w.r.t.) local computing and by 37% and 55% w.r.t. edge offloading. We also compare BottleFit with state-of-the-art autoencoders-based approaches, and show that (i) BottleFit reduces power consumption and execution time respectively by up to 54% and 44% on the Jetson and 40% and 62% on Raspberry PI; (ii) the size of the head model executed on the mobile device is 83 times smaller. We publish the code repository for reproducibility of the results in this study.

MODIPHY: Multimodal Obscured Detection for IoT using PHantom Convolution-Enabled Faster YOLO

Low-light conditions and occluded scenarios impede object detection in real-world Internet of Things (IoT) applications like autonomous vehicles and security systems. While advanced machine learning models strive for accuracy, their computational demands clash with the limitations of resource-constrained devices, hampering real-time performance. In our current research, we tackle this challenge, by introducing "YOLO Phantom", one of the smallest YOLO models ever conceived. YOLO Phantom utilizes the novel Phantom Convolution block, achieving comparable accuracy to the latest YOLOv8n model while simultaneously reducing both parameters and model size by 43%, resulting in a significant 19% reduction in Giga Floating Point Operations (GFLOPs). YOLO Phantom leverages transfer learning on our multimodal RGB-infrared dataset to address low-light and occlusion issues, equipping it with robust vision under adverse conditions. Its real-world efficacy is demonstrated on an IoT platform with advanced low-light and RGB cameras, seamlessly connecting to an AWS-based notification endpoint for efficient real-time object detection. Benchmarks reveal a substantial boost of 17% and 14% in frames per second (FPS) for thermal and RGB detection, respectively, compared to the baseline YOLOv8n model. For community contribution, both the code and the multimodal dataset are available on GitHub.

ODIN: A Single Model for 2D and 3D Perception

State-of-the-art models on contemporary 3D perception benchmarks like ScanNet consume and label dataset-provided 3D point clouds, obtained through post processing of sensed multiview RGB-D images. They are typically trained in-domain, forego large-scale 2D pre-training and outperform alternatives that featurize the posed RGB-D multiview images instead. The gap in performance between methods that consume posed images versus post-processed 3D point clouds has fueled the belief that 2D and 3D perception require distinct model architectures. In this paper, we challenge this view and propose ODIN (Omni-Dimensional INstance segmentation), a model that can segment and label both 2D RGB images and 3D point clouds, using a transformer architecture that alternates between 2D within-view and 3D cross-view information fusion. Our model differentiates 2D and 3D feature operations through the positional encodings of the tokens involved, which capture pixel coordinates for 2D patch tokens and 3D coordinates for 3D feature tokens. ODIN achieves state-of-the-art performance on ScanNet200, Matterport3D and AI2THOR 3D instance segmentation benchmarks, and competitive performance on ScanNet, S3DIS and COCO. It outperforms all previous works by a wide margin when the sensed 3D point cloud is used in place of the point cloud sampled from 3D mesh. When used as the 3D perception engine in an instructable embodied agent architecture, it sets a new state-of-the-art on the TEACh action-from-dialogue benchmark. Our code and checkpoints can be found at the project website: https://odin-seg.github.io.

MVPaint: Synchronized Multi-View Diffusion for Painting Anything 3D

Texturing is a crucial step in the 3D asset production workflow, which enhances the visual appeal and diversity of 3D assets. Despite recent advancements in Text-to-Texture (T2T) generation, existing methods often yield subpar results, primarily due to local discontinuities, inconsistencies across multiple views, and their heavy dependence on UV unwrapping outcomes. To tackle these challenges, we propose a novel generation-refinement 3D texturing framework called MVPaint, which can generate high-resolution, seamless textures while emphasizing multi-view consistency. MVPaint mainly consists of three key modules. 1) Synchronized Multi-view Generation (SMG). Given a 3D mesh model, MVPaint first simultaneously generates multi-view images by employing an SMG model, which leads to coarse texturing results with unpainted parts due to missing observations. 2) Spatial-aware 3D Inpainting (S3I). To ensure complete 3D texturing, we introduce the S3I method, specifically designed to effectively texture previously unobserved areas. 3) UV Refinement (UVR). Furthermore, MVPaint employs a UVR module to improve the texture quality in the UV space, which first performs a UV-space Super-Resolution, followed by a Spatial-aware Seam-Smoothing algorithm for revising spatial texturing discontinuities caused by UV unwrapping. Moreover, we establish two T2T evaluation benchmarks: the Objaverse T2T benchmark and the GSO T2T benchmark, based on selected high-quality 3D meshes from the Objaverse dataset and the entire GSO dataset, respectively. Extensive experimental results demonstrate that MVPaint surpasses existing state-of-the-art methods. Notably, MVPaint could generate high-fidelity textures with minimal Janus issues and highly enhanced cross-view consistency.

Med3D: Transfer Learning for 3D Medical Image Analysis

The performance on deep learning is significantly affected by volume of training data. Models pre-trained from massive dataset such as ImageNet become a powerful weapon for speeding up training convergence and improving accuracy. Similarly, models based on large dataset are important for the development of deep learning in 3D medical images. However, it is extremely challenging to build a sufficiently large dataset due to difficulty of data acquisition and annotation in 3D medical imaging. We aggregate the dataset from several medical challenges to build 3DSeg-8 dataset with diverse modalities, target organs, and pathologies. To extract general medical three-dimension (3D) features, we design a heterogeneous 3D network called Med3D to co-train multi-domain 3DSeg-8 so as to make a series of pre-trained models. We transfer Med3D pre-trained models to lung segmentation in LIDC dataset, pulmonary nodule classification in LIDC dataset and liver segmentation on LiTS challenge. Experiments show that the Med3D can accelerate the training convergence speed of target 3D medical tasks 2 times compared with model pre-trained on Kinetics dataset, and 10 times compared with training from scratch as well as improve accuracy ranging from 3% to 20%. Transferring our Med3D model on state-the-of-art DenseASPP segmentation network, in case of single model, we achieve 94.6\% Dice coefficient which approaches the result of top-ranged algorithms on the LiTS challenge.

Accelerating In-Browser Deep Learning Inference on Diverse Edge Clients through Just-in-Time Kernel Optimizations

Web applications are increasingly becoming the primary platform for AI service delivery, making in-browser deep learning (DL) inference more prominent. However, current in-browser inference systems fail to effectively utilize advanced web programming techniques and customize kernels for various client devices, leading to suboptimal performance. To address the issues, this paper presents the first in-browser inference system, nn-JIT.web, which enables just-in-time (JIT) auto-generation of optimized kernels for both CPUs and GPUs during inference. The system achieves this by using two novel web programming techniques that can significantly reduce kernel generation time, compared to other tensor compilers such as TVM, while maintaining or even improving performance. The first technique, Tensor-Web Compiling Co-Design, lowers compiling costs by unifying tensor and web compiling and eliminating redundant and ineffective compiling passes. The second technique, Web-Specific Lite Kernel Optimization Space Design, reduces kernel tuning costs by focusing on web programming requirements and efficient hardware resource utilization, limiting the optimization space to only dozens. nn-JIT.web is evaluated for modern transformer models on a range of client devices, including the mainstream CPUs and GPUs from ARM, Intel, AMD and Nvidia. Results show that nn-JIT.web can achieve up to 8.2x faster within 30 seconds compared to the baselines across various models.

Im2win: An Efficient Convolution Paradigm on GPU

Convolution is the most time-consuming operation in deep neural network operations, so its performance is critical to the overall performance of the neural network. The commonly used methods for convolution on GPU include the general matrix multiplication (GEMM)-based convolution and the direct convolution. GEMM-based convolution relies on the im2col algorithm, which results in a large memory footprint and reduced performance. Direct convolution does not have the large memory footprint problem, but the performance is not on par with GEMM-based approach because of the discontinuous memory access. This paper proposes a window-order-based convolution paradigm on GPU, called im2win, which not only reduces memory footprint but also offers continuous memory accesses, resulting in improved performance. Furthermore, we apply a range of optimization techniques on the convolution CUDA kernel, including shared memory, tiling, micro-kernel, double buffer, and prefetching. We compare our implementation with the direct convolution, and PyTorch's GEMM-based convolution with cuBLAS and six cuDNN-based convolution implementations, with twelve state-of-the-art DNN benchmarks. The experimental results show that our implementation 1) uses less memory footprint by 23.1% and achieves 3.5times TFLOPS compared with cuBLAS, 2) uses less memory footprint by 32.8% and achieves up to 1.8times TFLOPS compared with the best performant convolutions in cuDNN, and 3) achieves up to 155times TFLOPS compared with the direct convolution. We further perform an ablation study on the applied optimization techniques and find that the micro-kernel has the greatest positive impact on performance.

Make Your ViT-based Multi-view 3D Detectors Faster via Token Compression

Slow inference speed is one of the most crucial concerns for deploying multi-view 3D detectors to tasks with high real-time requirements like autonomous driving. Although many sparse query-based methods have already attempted to improve the efficiency of 3D detectors, they neglect to consider the backbone, especially when using Vision Transformers (ViT) for better performance. To tackle this problem, we explore the efficient ViT backbones for multi-view 3D detection via token compression and propose a simple yet effective method called TokenCompression3D (ToC3D). By leveraging history object queries as foreground priors of high quality, modeling 3D motion information in them, and interacting them with image tokens through the attention mechanism, ToC3D can effectively determine the magnitude of information densities of image tokens and segment the salient foreground tokens. With the introduced dynamic router design, ToC3D can weigh more computing resources to important foreground tokens while compressing the information loss, leading to a more efficient ViT-based multi-view 3D detector. Extensive results on the large-scale nuScenes dataset show that our method can nearly maintain the performance of recent SOTA with up to 30% inference speedup, and the improvements are consistent after scaling up the ViT and input resolution. The code will be made at https://github.com/DYZhang09/ToC3D.

3DRealCar: An In-the-wild RGB-D Car Dataset with 360-degree Views

3D cars are commonly used in self-driving systems, virtual/augmented reality, and games. However, existing 3D car datasets are either synthetic or low-quality, presenting a significant gap toward the high-quality real-world 3D car datasets and limiting their applications in practical scenarios. In this paper, we propose the first large-scale 3D real car dataset, termed 3DRealCar, offering three distinctive features. (1) High-Volume: 2,500 cars are meticulously scanned by 3D scanners, obtaining car images and point clouds with real-world dimensions; (2) High-Quality: Each car is captured in an average of 200 dense, high-resolution 360-degree RGB-D views, enabling high-fidelity 3D reconstruction; (3) High-Diversity: The dataset contains various cars from over 100 brands, collected under three distinct lighting conditions, including reflective, standard, and dark. Additionally, we offer detailed car parsing maps for each instance to promote research in car parsing tasks. Moreover, we remove background point clouds and standardize the car orientation to a unified axis for the reconstruction only on cars without background and controllable rendering. We benchmark 3D reconstruction results with state-of-the-art methods across each lighting condition in 3DRealCar. Extensive experiments demonstrate that the standard lighting condition part of 3DRealCar can be used to produce a large number of high-quality 3D cars, improving various 2D and 3D tasks related to cars. Notably, our dataset brings insight into the fact that recent 3D reconstruction methods face challenges in reconstructing high-quality 3D cars under reflective and dark lighting conditions. red{https://xiaobiaodu.github.io/3drealcar/{Our dataset is available here.}}

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

VBench: Comprehensive Benchmark Suite for Video Generative Models

Video generation has witnessed significant advancements, yet evaluating these models remains a challenge. A comprehensive evaluation benchmark for video generation is indispensable for two reasons: 1) Existing metrics do not fully align with human perceptions; 2) An ideal evaluation system should provide insights to inform future developments of video generation. To this end, we present VBench, a comprehensive benchmark suite that dissects "video generation quality" into specific, hierarchical, and disentangled dimensions, each with tailored prompts and evaluation methods. VBench has three appealing properties: 1) Comprehensive Dimensions: VBench comprises 16 dimensions in video generation (e.g., subject identity inconsistency, motion smoothness, temporal flickering, and spatial relationship, etc). The evaluation metrics with fine-grained levels reveal individual models' strengths and weaknesses. 2) Human Alignment: We also provide a dataset of human preference annotations to validate our benchmarks' alignment with human perception, for each evaluation dimension respectively. 3) Valuable Insights: We look into current models' ability across various evaluation dimensions, and various content types. We also investigate the gaps between video and image generation models. We will open-source VBench, including all prompts, evaluation methods, generated videos, and human preference annotations, and also include more video generation models in VBench to drive forward the field of video generation.

X-Mesh: Towards Fast and Accurate Text-driven 3D Stylization via Dynamic Textual Guidance

Text-driven 3D stylization is a complex and crucial task in the fields of computer vision (CV) and computer graphics (CG), aimed at transforming a bare mesh to fit a target text. Prior methods adopt text-independent multilayer perceptrons (MLPs) to predict the attributes of the target mesh with the supervision of CLIP loss. However, such text-independent architecture lacks textual guidance during predicting attributes, thus leading to unsatisfactory stylization and slow convergence. To address these limitations, we present X-Mesh, an innovative text-driven 3D stylization framework that incorporates a novel Text-guided Dynamic Attention Module (TDAM). The TDAM dynamically integrates the guidance of the target text by utilizing text-relevant spatial and channel-wise attentions during vertex feature extraction, resulting in more accurate attribute prediction and faster convergence speed. Furthermore, existing works lack standard benchmarks and automated metrics for evaluation, often relying on subjective and non-reproducible user studies to assess the quality of stylized 3D assets. To overcome this limitation, we introduce a new standard text-mesh benchmark, namely MIT-30, and two automated metrics, which will enable future research to achieve fair and objective comparisons. Our extensive qualitative and quantitative experiments demonstrate that X-Mesh outperforms previous state-of-the-art methods.

GraphVite: A High-Performance CPU-GPU Hybrid System for Node Embedding

Learning continuous representations of nodes is attracting growing interest in both academia and industry recently, due to their simplicity and effectiveness in a variety of applications. Most of existing node embedding algorithms and systems are capable of processing networks with hundreds of thousands or a few millions of nodes. However, how to scale them to networks that have tens of millions or even hundreds of millions of nodes remains a challenging problem. In this paper, we propose GraphVite, a high-performance CPU-GPU hybrid system for training node embeddings, by co-optimizing the algorithm and the system. On the CPU end, augmented edge samples are parallelly generated by random walks in an online fashion on the network, and serve as the training data. On the GPU end, a novel parallel negative sampling is proposed to leverage multiple GPUs to train node embeddings simultaneously, without much data transfer and synchronization. Moreover, an efficient collaboration strategy is proposed to further reduce the synchronization cost between CPUs and GPUs. Experiments on multiple real-world networks show that GraphVite is super efficient. It takes only about one minute for a network with 1 million nodes and 5 million edges on a single machine with 4 GPUs, and takes around 20 hours for a network with 66 million nodes and 1.8 billion edges. Compared to the current fastest system, GraphVite is about 50 times faster without any sacrifice on performance.

Unique3D: High-Quality and Efficient 3D Mesh Generation from a Single Image

In this work, we introduce Unique3D, a novel image-to-3D framework for efficiently generating high-quality 3D meshes from single-view images, featuring state-of-the-art generation fidelity and strong generalizability. Previous methods based on Score Distillation Sampling (SDS) can produce diversified 3D results by distilling 3D knowledge from large 2D diffusion models, but they usually suffer from long per-case optimization time with inconsistent issues. Recent works address the problem and generate better 3D results either by finetuning a multi-view diffusion model or training a fast feed-forward model. However, they still lack intricate textures and complex geometries due to inconsistency and limited generated resolution. To simultaneously achieve high fidelity, consistency, and efficiency in single image-to-3D, we propose a novel framework Unique3D that includes a multi-view diffusion model with a corresponding normal diffusion model to generate multi-view images with their normal maps, a multi-level upscale process to progressively improve the resolution of generated orthographic multi-views, as well as an instant and consistent mesh reconstruction algorithm called ISOMER, which fully integrates the color and geometric priors into mesh results. Extensive experiments demonstrate that our Unique3D significantly outperforms other image-to-3D baselines in terms of geometric and textural details.

CodeAgent: Enhancing Code Generation with Tool-Integrated Agent Systems for Real-World Repo-level Coding Challenges

Large Language Models (LLMs) have shown promise in automated code generation but typically excel only in simpler tasks such as generating standalone code units. Real-world software development, however, often involves complex code repositories (named repo) with complex dependencies and extensive documentation. To fill this gap, our research pivots towards evaluating LLMs in a more realistic setting -- real-world repo-level code generation. We introduce CodeAgentBench, a manually curated benchmark for repo-level code generation. This benchmark comprises five high-quality Python projects, encompassing a total of 101 samples. We assess nine leading LLMs on repo-level tasks and observe a decline in their performance. To tackle this, we present CodeAgent, a novel LLM-based agent framework that employs external tools for effective repo-level code generation. CodeAgent integrates five programming tools, enabling interaction with software artifacts for information retrieval, code symbol navigation, and code testing. We implement four agent strategies to optimize these tools' usage. Our experiments on CodeAgentBench show that CodeAgent enhances LLM performance significantly, with improvements ranging from 18.1\% to 250\%. Further tests on the HumanEval benchmark confirm CodeAgent's adaptability and efficacy across various code generation tasks. Notably, CodeAgent outperforms commercial products like Github Copilot, showcasing superior accuracy and efficiency. These results demonstrate CodeAgent's robust capabilities in code generation, highlighting its potential for real-world repo-level coding challenges.

3DIS: Depth-Driven Decoupled Instance Synthesis for Text-to-Image Generation

The increasing demand for controllable outputs in text-to-image generation has spurred advancements in multi-instance generation (MIG), allowing users to define both instance layouts and attributes. However, unlike image-conditional generation methods such as ControlNet, MIG techniques have not been widely adopted in state-of-the-art models like SD2 and SDXL, primarily due to the challenge of building robust renderers that simultaneously handle instance positioning and attribute rendering. In this paper, we introduce Depth-Driven Decoupled Instance Synthesis (3DIS), a novel framework that decouples the MIG process into two stages: (i) generating a coarse scene depth map for accurate instance positioning and scene composition, and (ii) rendering fine-grained attributes using pre-trained ControlNet on any foundational model, without additional training. Our 3DIS framework integrates a custom adapter into LDM3D for precise depth-based layouts and employs a finetuning-free method for enhanced instance-level attribute rendering. Extensive experiments on COCO-Position and COCO-MIG benchmarks demonstrate that 3DIS significantly outperforms existing methods in both layout precision and attribute rendering. Notably, 3DIS offers seamless compatibility with diverse foundational models, providing a robust, adaptable solution for advanced multi-instance generation. The code is available at: https://github.com/limuloo/3DIS.

DNN is not all you need: Parallelizing Non-Neural ML Algorithms on Ultra-Low-Power IoT Processors

Machine Learning (ML) functions are becoming ubiquitous in latency- and privacy-sensitive IoT applications, prompting a shift toward near-sensor processing at the extreme edge and the consequent increasing adoption of Parallel Ultra-Low Power (PULP) IoT processors. These compute- and memory-constrained parallel architectures need to run efficiently a wide range of algorithms, including key Non-Neural ML kernels that compete favorably with Deep Neural Networks (DNNs) in terms of accuracy under severe resource constraints. In this paper, we focus on enabling efficient parallel execution of Non-Neural ML algorithms on two RISCV-based PULP platforms, namely GAP8, a commercial chip, and PULP-OPEN, a research platform running on an FPGA emulator. We optimized the parallel algorithms through a fine-grained analysis and intensive optimization to maximize the speedup, considering two alternative Floating-Point (FP) emulation libraries on GAP8 and the native FPU support on PULP-OPEN. Experimental results show that a target-optimized emulation library can lead to an average 1.61x runtime improvement and 37% energy reduction compared to a standard emulation library, while the native FPU support reaches up to 32.09x and 99%, respectively. In terms of parallel speedup, our design improves the sequential execution by 7.04x on average on the targeted octa-core platforms leading to energy and latency decrease up to 87%. Lastly, we present a comparison with the ARM Cortex-M4 microcontroller (MCU), a widely adopted commercial solution for edge deployments, which is 12.87x slower and 98% less energy-efficient than PULP-OPEN.

GNNPipe: Scaling Deep GNN Training with Pipelined Model Parallelism

Communication is a key bottleneck for distributed graph neural network (GNN) training. This paper proposes GNNPipe, a new approach that scales the distributed full-graph deep GNN training. Being the first to use layer-level model parallelism for GNN training, GNNPipe partitions GNN layers among GPUs, each device performs the computation for a disjoint subset of consecutive GNN layers on the whole graph. Compared to graph parallelism with each GPU handling a graph partition, GNNPipe reduces the communication volume by a factor of the number of GNN layers. GNNPipe overcomes the unique challenges for pipelined layer-level model parallelism on the whole graph by partitioning it into dependent chunks, allowing the use of historical vertex embeddings, and applying specific training techniques to ensure convergence. We also propose a hybrid approach by combining GNNPipe with graph parallelism to handle large graphs, achieve better computer resource utilization and ensure model convergence. We build a general GNN training system supporting all three parallelism setting. Extensive experiments show that our method reduces the per-epoch training time by up to 2.45x (on average 1.58x) and reduces the communication volume and overhead by up to 22.89x and 27.21x (on average 8.69x and 11.60x), respectively, while achieving a comparable level of model accuracy and convergence speed compared to graph parallelism.

CRUXEval-X: A Benchmark for Multilingual Code Reasoning, Understanding and Execution

Code benchmarks such as HumanEval are widely adopted to evaluate Large Language Models' (LLMs) coding capabilities. However, there is an unignorable programming language bias in existing code benchmarks -- over 95% code generation benchmarks are dominated by Python, leaving the LLMs' capabilities in other programming languages such as Java and C/C++ unknown. Moreover, coding task bias is also crucial. Most benchmarks focus on code generation capability, while benchmarks for code reasoning (given input, reasoning output; and given output, reasoning input), an essential coding capability, are insufficient. Yet, constructing multi-lingual benchmarks can be expensive and labor-intensive, and codes in contest websites such as Leetcode suffer from data contamination during training. To fill this gap, we propose CRUXEVAL-X, a multi-lingual code reasoning benchmark that contains 19 programming languages. It comprises at least 600 subjects for each language, along with 19K content-consistent tests in total. In particular, the construction pipeline of CRUXEVAL-X works in a fully automated and test-guided manner, which iteratively generates and repairs based on execution feedback. Also, to cross language barriers (e.g., dynamic/static type systems in Python/C++), we formulated various transition rules between language pairs to facilitate translation. Our intensive evaluation of 24 representative LLMs reveals the correlation between language pairs. For example, TypeScript and JavaScript show a significant positive correlation, while Racket has less correlation with other languages. More interestingly, even a model trained solely on Python can achieve at most 34.4% Pass@1 in other languages, revealing the cross-language generalization of LLMs.

SEAL: A Framework for Systematic Evaluation of Real-World Super-Resolution

Real-world Super-Resolution (Real-SR) methods focus on dealing with diverse real-world images and have attracted increasing attention in recent years. The key idea is to use a complex and high-order degradation model to mimic real-world degradations. Although they have achieved impressive results in various scenarios, they are faced with the obstacle of evaluation. Currently, these methods are only assessed by their average performance on a small set of degradation cases randomly selected from a large space, which fails to provide a comprehensive understanding of their overall performance and often yields inconsistent and potentially misleading results. To overcome the limitation in evaluation, we propose SEAL, a framework for systematic evaluation of real-SR. In particular, we cluster the extensive degradation space to create a set of representative degradation cases, which serves as a comprehensive test set. Next, we propose a coarse-to-fine evaluation protocol to measure the distributed and relative performance of real-SR methods on the test set. The protocol incorporates two new metrics: acceptance rate (AR) and relative performance ratio (RPR), derived from acceptance and excellence lines. Under SEAL, we benchmark existing real-SR methods, obtain new observations and insights into their performance, and develop a new strong baseline. We consider SEAL as the first step towards creating a comprehensive real-SR evaluation platform, which can promote the development of real-SR. The source code is available at https://github.com/XPixelGroup/SEAL

Hardware and Software Platform Inference

It is now a common business practice to buy access to large language model (LLM) inference rather than self-host, because of significant upfront hardware infrastructure and energy costs. However, as a buyer, there is no mechanism to verify the authenticity of the advertised service including the serving hardware platform, e.g. that it is actually being served using an NVIDIA H100. Furthermore, there are reports suggesting that model providers may deliver models that differ slightly from the advertised ones, often to make them run on less expensive hardware. That way, a client pays premium for a capable model access on more expensive hardware, yet ends up being served by a (potentially less capable) cheaper model on cheaper hardware. In this paper we introduce \textbf{hardware and software platform inference (HSPI)} -- a method for identifying the underlying architecture and software stack of a (black-box) machine learning model solely based on its input-output behavior. Our method leverages the inherent differences of various architectures and compilers to distinguish between different types and software stacks. By analyzing the numerical patterns in the model's outputs, we propose a classification framework capable of accurately identifying the used for model inference as well as the underlying software configuration. Our findings demonstrate the feasibility of inferring type from black-box models. We evaluate HSPI against models served on different real hardware and find that in a white-box setting we can distinguish between different s with between 83.9% and 100% accuracy. Even in a black-box setting we are able to achieve results that are up to three times higher than random guess accuracy.

Scaling Large Language Model Training on Frontier with Low-Bandwidth Partitioning

Scaling up Large Language Model(LLM) training involves fitting a tremendous amount of training parameters across a limited number of workers. However, methods like ZeRO-3 that drastically reduce GPU memory pressure often incur heavy communication to ensure global synchronization and consistency. Established efforts such as ZeRO++ use secondary partitions to avoid inter-node communications, given that intra-node GPU-GPU transfer generally has more bandwidth and lower latency than inter-node connections. However, as more capable infrastructure like Frontier, equipped with AMD GPUs, emerged with impressive computing capability, there is a need for investigations on the hardware topology and to develop targeted strategies to improve training efficiency. In this work, we propose a collection of communication and optimization strategies for ZeRO++ to reduce communication costs and improve memory utilization. In this paper, we propose a 3-level hierarchical partitioning specifically for the current Top-1 supercomputing cluster, Frontier, which aims at leveraging various bandwidths across layers of communications (GCD-GCD, GPU-GPU, and inter-node) to reduce communication overhead. For a 20B GPT model, we observe a 1.71x increase in TFLOPS per GPU when compared with ZeRO++ up to 384 GCDs and a scaling efficiency of 0.94 for up to 384 GCDs. To the best of our knowledge, our work is also the first effort to efficiently optimize LLM workloads on Frontier AMD GPUs.

SPIn-NeRF: Multiview Segmentation and Perceptual Inpainting with Neural Radiance Fields

Neural Radiance Fields (NeRFs) have emerged as a popular approach for novel view synthesis. While NeRFs are quickly being adapted for a wider set of applications, intuitively editing NeRF scenes is still an open challenge. One important editing task is the removal of unwanted objects from a 3D scene, such that the replaced region is visually plausible and consistent with its context. We refer to this task as 3D inpainting. In 3D, solutions must be both consistent across multiple views and geometrically valid. In this paper, we propose a novel 3D inpainting method that addresses these challenges. Given a small set of posed images and sparse annotations in a single input image, our framework first rapidly obtains a 3D segmentation mask for a target object. Using the mask, a perceptual optimizationbased approach is then introduced that leverages learned 2D image inpainters, distilling their information into 3D space, while ensuring view consistency. We also address the lack of a diverse benchmark for evaluating 3D scene inpainting methods by introducing a dataset comprised of challenging real-world scenes. In particular, our dataset contains views of the same scene with and without a target object, enabling more principled benchmarking of the 3D inpainting task. We first demonstrate the superiority of our approach on multiview segmentation, comparing to NeRFbased methods and 2D segmentation approaches. We then evaluate on the task of 3D inpainting, establishing state-ofthe-art performance against other NeRF manipulation algorithms, as well as a strong 2D image inpainter baseline. Project Page: https://spinnerf3d.github.io

Dovetail: A CPU/GPU Heterogeneous Speculative Decoding for LLM inference

Due to the high resource demands of Large Language Models (LLMs), achieving widespread deployment on consumer-grade devices presents significant challenges. Typically, personal or consumer-grade devices, including servers configured prior to the era of large-scale models, generally have relatively weak GPUs and relatively strong CPUs. However, most current methods primarily depend on GPUs for computation. Therefore, we propose Dovetail, an approach that deploys the draft model on the GPU to generate draft tokens while allowing the target model to perform parallel verification on the CPU, thereby improving the utilization of all available hardware resources and occupying less inter-device communication bandwidth. Accordingly, we have redesigned the draft model to better align with heterogeneous hardware characteristics. To this end, we implemented several optimizations: reducing the number of draft tokens to mitigate latency in parallel verification, increasing the depth of the draft model to enhance its predictive capacity, and introducing DGF (Dynamic Gating Fusion) to improve the integration of features and token embeddings. In the HumanEval benchmark, Dovetail achieved an inference speed of 5.86 tokens per second for LLaMA2-Chat-7B using 3GB of VRAM, representing an approximately 2.77x improvement over CPU-only inference. Furthermore, the inference speed was increased to 8 tokens per second when utilizing 7GB of VRAM.

SMPLest-X: Ultimate Scaling for Expressive Human Pose and Shape Estimation

Expressive human pose and shape estimation (EHPS) unifies body, hands, and face motion capture with numerous applications. Despite encouraging progress, current state-of-the-art methods focus on training innovative architectural designs on confined datasets. In this work, we investigate the impact of scaling up EHPS towards a family of generalist foundation models. 1) For data scaling, we perform a systematic investigation on 40 EHPS datasets, encompassing a wide range of scenarios that a model trained on any single dataset cannot handle. More importantly, capitalizing on insights obtained from the extensive benchmarking process, we optimize our training scheme and select datasets that lead to a significant leap in EHPS capabilities. Ultimately, we achieve diminishing returns at 10M training instances from diverse data sources. 2) For model scaling, we take advantage of vision transformers (up to ViT-Huge as the backbone) to study the scaling law of model sizes in EHPS. To exclude the influence of algorithmic design, we base our experiments on two minimalist architectures: SMPLer-X, which consists of an intermediate step for hand and face localization, and SMPLest-X, an even simpler version that reduces the network to its bare essentials and highlights significant advances in the capture of articulated hands. With big data and the large model, the foundation models exhibit strong performance across diverse test benchmarks and excellent transferability to even unseen environments. Moreover, our finetuning strategy turns the generalist into specialist models, allowing them to achieve further performance boosts. Notably, our foundation models consistently deliver state-of-the-art results on seven benchmarks such as AGORA, UBody, EgoBody, and our proposed SynHand dataset for comprehensive hand evaluation. (Code is available at: https://github.com/wqyin/SMPLest-X).

MagicArticulate: Make Your 3D Models Articulation-Ready

With the explosive growth of 3D content creation, there is an increasing demand for automatically converting static 3D models into articulation-ready versions that support realistic animation. Traditional approaches rely heavily on manual annotation, which is both time-consuming and labor-intensive. Moreover, the lack of large-scale benchmarks has hindered the development of learning-based solutions. In this work, we present MagicArticulate, an effective framework that automatically transforms static 3D models into articulation-ready assets. Our key contributions are threefold. First, we introduce Articulation-XL, a large-scale benchmark containing over 33k 3D models with high-quality articulation annotations, carefully curated from Objaverse-XL. Second, we propose a novel skeleton generation method that formulates the task as a sequence modeling problem, leveraging an auto-regressive transformer to naturally handle varying numbers of bones or joints within skeletons and their inherent dependencies across different 3D models. Third, we predict skinning weights using a functional diffusion process that incorporates volumetric geodesic distance priors between vertices and joints. Extensive experiments demonstrate that MagicArticulate significantly outperforms existing methods across diverse object categories, achieving high-quality articulation that enables realistic animation. Project page: https://chaoyuesong.github.io/MagicArticulate.

Efficient Large-Scale Language Model Training on GPU Clusters Using Megatron-LM

Large language models have led to state-of-the-art accuracies across a range of tasks. However, training these models efficiently is challenging for two reasons: a) GPU memory capacity is limited, making it impossible to fit large models on even a multi-GPU server, and b) the number of compute operations required to train these models can result in unrealistically long training times. Consequently, new methods of model parallelism such as tensor and pipeline parallelism have been proposed. Unfortunately, naive usage of these methods leads to fundamental scaling issues at thousands of GPUs, e.g., due to expensive cross-node communication or devices spending significant time waiting on other devices to make progress. In this paper, we show how different types of parallelism methods (tensor, pipeline, and data parallelism) can be composed to scale to thousands of GPUs and models with trillions of parameters. We survey techniques for pipeline parallelism and propose a novel interleaved pipeline parallelism schedule that can improve throughput by 10+% with memory footprint comparable to existing approaches. We quantitatively study the trade-offs between tensor, pipeline, and data parallelism, and provide intuition as to how to configure distributed training of a large model. Our approach allows us to perform training iterations on a model with 1 trillion parameters at 502 petaFLOP/s on 3072 GPUs with achieved per-GPU throughput of 52% of theoretical peak. Our code is open sourced at https://github.com/nvidia/megatron-lm.

CrossLoc3D: Aerial-Ground Cross-Source 3D Place Recognition

We present CrossLoc3D, a novel 3D place recognition method that solves a large-scale point matching problem in a cross-source setting. Cross-source point cloud data corresponds to point sets captured by depth sensors with different accuracies or from different distances and perspectives. We address the challenges in terms of developing 3D place recognition methods that account for the representation gap between points captured by different sources. Our method handles cross-source data by utilizing multi-grained features and selecting convolution kernel sizes that correspond to most prominent features. Inspired by the diffusion models, our method uses a novel iterative refinement process that gradually shifts the embedding spaces from different sources to a single canonical space for better metric learning. In addition, we present CS-Campus3D, the first 3D aerial-ground cross-source dataset consisting of point cloud data from both aerial and ground LiDAR scans. The point clouds in CS-Campus3D have representation gaps and other features like different views, point densities, and noise patterns. We show that our CrossLoc3D algorithm can achieve an improvement of 4.74% - 15.37% in terms of the top 1 average recall on our CS-Campus3D benchmark and achieves performance comparable to state-of-the-art 3D place recognition method on the Oxford RobotCar. We will release the code and CS-Campus3D benchmark.

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior

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

The RealHumanEval: Evaluating Large Language Models' Abilities to Support Programmers

Evaluation of large language models (LLMs) for code has primarily relied on static benchmarks, including HumanEval (Chen et al., 2021), which measure the ability of LLMs to generate complete code that passes unit tests. As LLMs are increasingly used as programmer assistants, we study whether gains on existing benchmarks translate to gains in programmer productivity when coding with LLMs, including time spent coding. In addition to static benchmarks, we investigate the utility of preference metrics that might be used as proxies to measure LLM helpfulness, such as code acceptance or copy rates. To do so, we introduce RealHumanEval, a web interface to measure the ability of LLMs to assist programmers, through either autocomplete or chat support. We conducted a user study (N=213) using RealHumanEval in which users interacted with six LLMs of varying base model performance. Despite static benchmarks not incorporating humans-in-the-loop, we find that improvements in benchmark performance lead to increased programmer productivity; however gaps in benchmark versus human performance are not proportional -- a trend that holds across both forms of LLM support. In contrast, we find that programmer preferences do not correlate with their actual performance, motivating the need for better, human-centric proxy signals. We also open-source RealHumanEval to enable human-centric evaluation of new models and the study data to facilitate efforts to improve code models.

GS-VTON: Controllable 3D Virtual Try-on with Gaussian Splatting

Diffusion-based 2D virtual try-on (VTON) techniques have recently demonstrated strong performance, while the development of 3D VTON has largely lagged behind. Despite recent advances in text-guided 3D scene editing, integrating 2D VTON into these pipelines to achieve vivid 3D VTON remains challenging. The reasons are twofold. First, text prompts cannot provide sufficient details in describing clothing. Second, 2D VTON results generated from different viewpoints of the same 3D scene lack coherence and spatial relationships, hence frequently leading to appearance inconsistencies and geometric distortions. To resolve these problems, we introduce an image-prompted 3D VTON method (dubbed GS-VTON) which, by leveraging 3D Gaussian Splatting (3DGS) as the 3D representation, enables the transfer of pre-trained knowledge from 2D VTON models to 3D while improving cross-view consistency. (1) Specifically, we propose a personalized diffusion model that utilizes low-rank adaptation (LoRA) fine-tuning to incorporate personalized information into pre-trained 2D VTON models. To achieve effective LoRA training, we introduce a reference-driven image editing approach that enables the simultaneous editing of multi-view images while ensuring consistency. (2) Furthermore, we propose a persona-aware 3DGS editing framework to facilitate effective editing while maintaining consistent cross-view appearance and high-quality 3D geometry. (3) Additionally, we have established a new 3D VTON benchmark, 3D-VTONBench, which facilitates comprehensive qualitative and quantitative 3D VTON evaluations. Through extensive experiments and comparative analyses with existing methods, the proposed \OM has demonstrated superior fidelity and advanced editing capabilities, affirming its effectiveness for 3D VTON.

SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

Habitat-Matterport 3D Dataset (HM3D): 1000 Large-scale 3D Environments for Embodied AI

We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1,000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existing datasets available for academic research in terms of physical scale, completeness of the reconstruction, and visual fidelity. HM3D contains 112.5k m^2 of navigable space, which is 1.4 - 3.7x larger than other building-scale datasets such as MP3D and Gibson. When compared to existing photorealistic 3D datasets such as Replica, MP3D, Gibson, and ScanNet, images rendered from HM3D have 20 - 85% higher visual fidelity w.r.t. counterpart images captured with real cameras, and HM3D meshes have 34 - 91% fewer artifacts due to incomplete surface reconstruction. The increased scale, fidelity, and diversity of HM3D directly impacts the performance of embodied AI agents trained using it. In fact, we find that HM3D is `pareto optimal' in the following sense -- agents trained to perform PointGoal navigation on HM3D achieve the highest performance regardless of whether they are evaluated on HM3D, Gibson, or MP3D. No similar claim can be made about training on other datasets. HM3D-trained PointNav agents achieve 100% performance on Gibson-test dataset, suggesting that it might be time to retire that episode dataset.

Reduced Precision Floating-Point Optimization for Deep Neural Network On-Device Learning on MicroControllers

Enabling On-Device Learning (ODL) for Ultra-Low-Power Micro-Controller Units (MCUs) is a key step for post-deployment adaptation and fine-tuning of Deep Neural Network (DNN) models in future TinyML applications. This paper tackles this challenge by introducing a novel reduced precision optimization technique for ODL primitives on MCU-class devices, leveraging the State-of-Art advancements in RISC-V RV32 architectures with support for vectorized 16-bit floating-point (FP16) Single-Instruction Multiple-Data (SIMD) operations. Our approach for the Forward and Backward steps of the Back-Propagation training algorithm is composed of specialized shape transform operators and Matrix Multiplication (MM) kernels, accelerated with parallelization and loop unrolling. When evaluated on a single training step of a 2D Convolution layer, the SIMD-optimized FP16 primitives result up to 1.72times faster than the FP32 baseline on a RISC-V-based 8+1-core MCU. An average computing efficiency of 3.11 Multiply and Accumulate operations per clock cycle (MAC/clk) and 0.81 MAC/clk is measured for the end-to-end training tasks of a ResNet8 and a DS-CNN for Image Classification and Keyword Spotting, respectively -- requiring 17.1 ms and 6.4 ms on the target platform to compute a training step on a single sample. Overall, our approach results more than two orders of magnitude faster than existing ODL software frameworks for single-core MCUs and outperforms by 1.6 times previous FP32 parallel implementations on a Continual Learning setup.

OpenStereo: A Comprehensive Benchmark for Stereo Matching and Strong Baseline

Stereo matching aims to estimate the disparity between matching pixels in a stereo image pair, which is important to robotics, autonomous driving, and other computer vision tasks. Despite the development of numerous impressive methods in recent years, determining the most suitable architecture for practical application remains challenging. Addressing this gap, our paper introduces a comprehensive benchmark focusing on practical applicability rather than solely on individual models for optimized performance. Specifically, we develop a flexible and efficient stereo matching codebase, called OpenStereo. OpenStereo includes training and inference codes of more than 10 network models, making it, to our knowledge, the most complete stereo matching toolbox available. Based on OpenStereo, we conducted experiments and have achieved or surpassed the performance metrics reported in the original paper. Additionally, we conduct an exhaustive analysis and deconstruction of recent developments in stereo matching through comprehensive ablative experiments. These investigations inspired the creation of StereoBase, a strong baseline model. Our StereoBase ranks 1st on SceneFlow, KITTI 2015, 2012 (Reflective) among published methods and achieves the best performance across all metrics. In addition, StereoBase has strong cross-dataset generalization. Code is available at https://github.com/XiandaGuo/OpenStereo.

ArchGym: An Open-Source Gymnasium for Machine Learning Assisted Architecture Design

Machine learning is a prevalent approach to tame the complexity of design space exploration for domain-specific architectures. Using ML for design space exploration poses challenges. First, it's not straightforward to identify the suitable algorithm from an increasing pool of ML methods. Second, assessing the trade-offs between performance and sample efficiency across these methods is inconclusive. Finally, lack of a holistic framework for fair, reproducible, and objective comparison across these methods hinders progress of adopting ML-aided architecture design space exploration and impedes creating repeatable artifacts. To mitigate these challenges, we introduce ArchGym, an open-source gym and easy-to-extend framework that connects diverse search algorithms to architecture simulators. To demonstrate utility, we evaluate ArchGym across multiple vanilla and domain-specific search algorithms in designing custom memory controller, deep neural network accelerators, and custom SoC for AR/VR workloads, encompassing over 21K experiments. Results suggest that with unlimited samples, ML algorithms are equally favorable to meet user-defined target specification if hyperparameters are tuned; no solution is necessarily better than another (e.g., reinforcement learning vs. Bayesian methods). We coin the term hyperparameter lottery to describe the chance for a search algorithm to find an optimal design provided meticulously selected hyperparameters. The ease of data collection and aggregation in ArchGym facilitates research in ML-aided architecture design space exploration. As a case study, we show this advantage by developing a proxy cost model with an RMSE of 0.61% that offers a 2,000-fold reduction in simulation time. Code and data for ArchGym is available at https://bit.ly/ArchGym.

Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning

Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.

From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos

Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.

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.

NaturalCodeBench: Examining Coding Performance Mismatch on HumanEval and Natural User Prompts

Large language models (LLMs) have manifested strong ability to generate codes for productive activities. However, current benchmarks for code synthesis, such as HumanEval, MBPP, and DS-1000, are predominantly oriented towards introductory tasks on algorithm and data science, insufficiently satisfying challenging requirements prevalent in real-world coding. To fill this gap, we propose NaturalCodeBench (NCB), a challenging code benchmark designed to mirror the complexity and variety of scenarios in real coding tasks. NCB comprises 402 high-quality problems in Python and Java, meticulously selected from natural user queries from online coding services, covering 6 different domains. Noting the extraordinary difficulty in creating testing cases for real-world queries, we also introduce a semi-automated pipeline to enhance the efficiency of test case construction. Comparing with manual solutions, it achieves an efficiency increase of more than 4 times. Our systematic experiments on 39 LLMs find that performance gaps on NCB between models with close HumanEval scores could still be significant, indicating a lack of focus on practical code synthesis scenarios or over-specified optimization on HumanEval. On the other hand, even the best-performing GPT-4 is still far from satisfying on NCB. The evaluation toolkit and development set are available at https://github.com/THUDM/NaturalCodeBench.

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 .

Open World Object Detection in the Era of Foundation Models

Object detection is integral to a bevy of real-world applications, from robotics to medical image analysis. To be used reliably in such applications, models must be capable of handling unexpected - or novel - objects. The open world object detection (OWD) paradigm addresses this challenge by enabling models to detect unknown objects and learn discovered ones incrementally. However, OWD method development is hindered due to the stringent benchmark and task definitions. These definitions effectively prohibit foundation models. Here, we aim to relax these definitions and investigate the utilization of pre-trained foundation models in OWD. First, we show that existing benchmarks are insufficient in evaluating methods that utilize foundation models, as even naive integration methods nearly saturate these benchmarks. This result motivated us to curate a new and challenging benchmark for these models. Therefore, we introduce a new benchmark that includes five real-world application-driven datasets, including challenging domains such as aerial and surgical images, and establish baselines. We exploit the inherent connection between classes in application-driven datasets and introduce a novel method, Foundation Object detection Model for the Open world, or FOMO, which identifies unknown objects based on their shared attributes with the base known objects. FOMO has ~3x unknown object mAP compared to baselines on our benchmark. However, our results indicate a significant place for improvement - suggesting a great research opportunity in further scaling object detection methods to real-world domains. Our code and benchmark are available at https://orrzohar.github.io/projects/fomo/.

CLNeRF: Continual Learning Meets NeRF

Novel view synthesis aims to render unseen views given a set of calibrated images. In practical applications, the coverage, appearance or geometry of the scene may change over time, with new images continuously being captured. Efficiently incorporating such continuous change is an open challenge. Standard NeRF benchmarks only involve scene coverage expansion. To study other practical scene changes, we propose a new dataset, World Across Time (WAT), consisting of scenes that change in appearance and geometry over time. We also propose a simple yet effective method, CLNeRF, which introduces continual learning (CL) to Neural Radiance Fields (NeRFs). CLNeRF combines generative replay and the Instant Neural Graphics Primitives (NGP) architecture to effectively prevent catastrophic forgetting and efficiently update the model when new data arrives. We also add trainable appearance and geometry embeddings to NGP, allowing a single compact model to handle complex scene changes. Without the need to store historical images, CLNeRF trained sequentially over multiple scans of a changing scene performs on-par with the upper bound model trained on all scans at once. Compared to other CL baselines CLNeRF performs much better across standard benchmarks and WAT. The source code, and the WAT dataset are available at https://github.com/IntelLabs/CLNeRF. Video presentation is available at: https://youtu.be/nLRt6OoDGq0?si=8yD6k-8MMBJInQPs

Accurate Computation of the Logarithm of Modified Bessel Functions on GPUs

Bessel functions are critical in scientific computing for applications such as machine learning, protein structure modeling, and robotics. However, currently, available routines lack precision or fail for certain input ranges, such as when the order v is large, and GPU-specific implementations are limited. We address the precision limitations of current numerical implementations while dramatically improving the runtime. We propose two novel algorithms for computing the logarithm of modified Bessel functions of the first and second kinds by computing intermediate values on a logarithmic scale. Our algorithms are robust and never have issues with underflows or overflows while having relative errors on the order of machine precision, even for inputs where existing libraries fail. In C++/CUDA, our algorithms have median and maximum speedups of 45x and 6150x for GPU and 17x and 3403x for CPU, respectively, over the ranges of inputs and third-party libraries tested. Compared to SciPy, the algorithms have median and maximum speedups of 77x and 300x for GPU and 35x and 98x for CPU, respectively, over the tested inputs. The ability to robustly compute a solution and the low relative errors allow us to fit von Mises-Fisher, vMF, distributions to high-dimensional neural network features. This is, e.g., relevant for uncertainty quantification in metric learning. We obtain image feature data by processing CIFAR10 training images with the convolutional layers of a pre-trained ResNet50. We successfully fit vMF distributions to 2048-, 8192-, and 32768-dimensional image feature data using our algorithms. Our approach provides fast and accurate results while existing implementations in SciPy and mpmath fail to fit successfully. Our approach is readily implementable on GPUs, and we provide a fast open-source implementation alongside this paper.

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/

CodeMonkeys: Scaling Test-Time Compute for Software Engineering

Scaling test-time compute is a promising axis for improving LLM capabilities. However, test-time compute can be scaled in a variety of ways, and effectively combining different approaches remains an active area of research. Here, we explore this problem in the context of solving real-world GitHub issues from the SWE-bench dataset. Our system, named CodeMonkeys, allows models to iteratively edit a codebase by jointly generating and running a testing script alongside their draft edit. We sample many of these multi-turn trajectories for every issue to generate a collection of candidate edits. This approach lets us scale "serial" test-time compute by increasing the number of iterations per trajectory and "parallel" test-time compute by increasing the number of trajectories per problem. With parallel scaling, we can amortize up-front costs across multiple downstream samples, allowing us to identify relevant codebase context using the simple method of letting an LLM read every file. In order to select between candidate edits, we combine voting using model-generated tests with a final multi-turn trajectory dedicated to selection. Overall, CodeMonkeys resolves 57.4% of issues from SWE-bench Verified using a budget of approximately 2300 USD. Our selection method can also be used to combine candidates from different sources. Selecting over an ensemble of edits from existing top SWE-bench Verified submissions obtains a score of 66.2% and outperforms the best member of the ensemble on its own. We fully release our code and data at https://scalingintelligence.stanford.edu/pubs/codemonkeys.

VideoFlow: Exploiting Temporal Cues for Multi-frame Optical Flow Estimation

We introduce VideoFlow, a novel optical flow estimation framework for videos. In contrast to previous methods that learn to estimate optical flow from two frames, VideoFlow concurrently estimates bi-directional optical flows for multiple frames that are available in videos by sufficiently exploiting temporal cues. We first propose a TRi-frame Optical Flow (TROF) module that estimates bi-directional optical flows for the center frame in a three-frame manner. The information of the frame triplet is iteratively fused onto the center frame. To extend TROF for handling more frames, we further propose a MOtion Propagation (MOP) module that bridges multiple TROFs and propagates motion features between adjacent TROFs. With the iterative flow estimation refinement, the information fused in individual TROFs can be propagated into the whole sequence via MOP. By effectively exploiting video information, VideoFlow presents extraordinary performance, ranking 1st on all public benchmarks. On the Sintel benchmark, VideoFlow achieves 1.649 and 0.991 average end-point-error (AEPE) on the final and clean passes, a 15.1% and 7.6% error reduction from the best-published results (1.943 and 1.073 from FlowFormer++). On the KITTI-2015 benchmark, VideoFlow achieves an F1-all error of 3.65%, a 19.2% error reduction from the best-published result (4.52% from FlowFormer++). Code is released at https://github.com/XiaoyuShi97/VideoFlow.

Is Your Code Generated by ChatGPT Really Correct? Rigorous Evaluation of Large Language Models for Code Generation

Program synthesis has been long studied with recent approaches focused on directly using the power of Large Language Models (LLMs) to generate code. Programming benchmarks, with curated synthesis problems and test-cases, are used to measure the performance of various LLMs on code synthesis. However, these test-cases can be limited in both quantity and quality for fully assessing the functional correctness of the generated code. Such limitation in the existing benchmarks begs the following question: In the era of LLMs, is the code generated really correct? To answer this, we propose EvalPlus -- a code synthesis evaluation framework to rigorously benchmark the functional correctness of LLM-synthesized code. EvalPlus augments a given evaluation dataset with large amounts of test-cases newly produced by an automatic test input generator, powered by both LLM- and mutation-based strategies. While EvalPlus is general, we extend the test-cases of the popular HumanEval benchmark by 80x to build HumanEval+. Our extensive evaluation across 26 popular LLMs (e.g., GPT-4 and ChatGPT) demonstrates that HumanEval+ is able to catch significant amounts of previously undetected wrong code synthesized by LLMs, reducing the pass@k by up-to 19.3-28.9%. We also surprisingly found that test insufficiency can lead to mis-ranking. For example, both WizardCoder-CodeLlama and Phind-CodeLlama now outperform ChatGPT on HumanEval+, while none of them could on HumanEval. Our work not only indicates that prior popular code synthesis evaluation results do not accurately reflect the true performance of LLMs for code synthesis, but also opens up a new direction to improve such programming benchmarks through automated testing. We have open-sourced our tools, enhanced datasets as well as all LLM-generated code at https://github.com/evalplus/evalplus to facilitate and accelerate future LLM-for-code research.

You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale

Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d

EfficientViT: Memory Efficient Vision Transformer with Cascaded Group Attention

Vision transformers have shown great success due to their high model capabilities. However, their remarkable performance is accompanied by heavy computation costs, which makes them unsuitable for real-time applications. In this paper, we propose a family of high-speed vision transformers named EfficientViT. We find that the speed of existing transformer models is commonly bounded by memory inefficient operations, especially the tensor reshaping and element-wise functions in MHSA. Therefore, we design a new building block with a sandwich layout, i.e., using a single memory-bound MHSA between efficient FFN layers, which improves memory efficiency while enhancing channel communication. Moreover, we discover that the attention maps share high similarities across heads, leading to computational redundancy. To address this, we present a cascaded group attention module feeding attention heads with different splits of the full feature, which not only saves computation cost but also improves attention diversity. Comprehensive experiments demonstrate EfficientViT outperforms existing efficient models, striking a good trade-off between speed and accuracy. For instance, our EfficientViT-M5 surpasses MobileNetV3-Large by 1.9% in accuracy, while getting 40.4% and 45.2% higher throughput on Nvidia V100 GPU and Intel Xeon CPU, respectively. Compared to the recent efficient model MobileViT-XXS, EfficientViT-M2 achieves 1.8% superior accuracy, while running 5.8x/3.7x faster on the GPU/CPU, and 7.4x faster when converted to ONNX format. Code and models are available at https://github.com/microsoft/Cream/tree/main/EfficientViT.

SWE-Fixer: Training Open-Source LLMs for Effective and Efficient GitHub Issue Resolution

Large Language Models (LLMs) have demonstrated remarkable proficiency across a variety of complex tasks. One significant application of LLMs is in tackling software engineering challenges, particularly in resolving real-world tasks on GitHub by fixing code based on the issues reported by the users. However, many current approaches rely on proprietary LLMs, which limits reproducibility, accessibility, and transparency. The critical components of LLMs for addressing software engineering issues and how their capabilities can be effectively enhanced remain unclear. To address these challenges, we introduce SWE-Fixer, a novel open-source LLM designed to effectively and efficiently resolve GitHub issues. SWE-Fixer comprises two essential modules: a code file retrieval module and a code editing module. The retrieval module employs BM25 along with a lightweight LLM model to achieve coarse-to-fine file retrieval. Subsequently, the code editing module utilizes the other LLM model to generate patches for the identified files. Then, to mitigate the lack of publicly available datasets, we compile an extensive dataset that includes 110K GitHub issues along with their corresponding patches, and train the two modules of SWE-Fixer separately. We assess our approach on the SWE-Bench Lite and Verified benchmarks, achieving state-of-the-art performance among open-source models with scores of 23.3% and 30.2%, respectively. These outcomes highlight the efficacy of our approach. We will make our model, dataset, and code publicly available at https://github.com/InternLM/SWE-Fixer.

Adding NVMe SSDs to Enable and Accelerate 100B Model Fine-tuning on a Single GPU

Recent advances in large language models have brought immense value to the world, with their superior capabilities stemming from the massive number of parameters they utilize. However, even the GPUs with the highest memory capacities, currently peaking at 80GB, are far from sufficient to accommodate these vast parameters and their associated optimizer states when conducting stochastic gradient descent-based optimization. One approach to hosting such huge models is to aggregate device memory from many GPUs. However, this approach introduces prohibitive costs for most academic researchers, who always have a limited budget for many high-end GPU servers. In this paper, we focus on huge model fine-tuning on a single, even low-end, GPU in a commodity server, which is accessible to most AI researchers. In such a scenario, the state-of-the-art work ZeRO-Infinity suffers from two severe issues when running in a commodity server: 1) low GPU utilization due to inefficient swapping, and 2) limited trainable model size due to CPU memory capacity. The underlying reason is that ZeRO-Infinity is optimized for running on high-end GPU servers. To this end, we present Fuyou, a low-cost training framework that enables efficient 100B huge model fine-tuning on a low-end server with a low-end GPU and limited CPU memory capacity. The key idea is to add the SSD-CPU communication as an optimization dimension and thus carefully co-optimize computation and data swapping from a systematic approach to maximize GPU utilization. The experimental results show that 1) Fuyou is able to fine-tune 175B GPT-3 on a consumer GPU RTX 4090 with high GPU utilization, while ZeRO-Infinity fails to fine-tune; and 2) when training a small GPT-3 13B model, Fuyou achieves 156 TFLOPS on an RTX 4090 GPU while ZeRO-Infinity only achieves 45 TFLOPS.

HUGSIM: A Real-Time, Photo-Realistic and Closed-Loop Simulator for Autonomous Driving

In the past few decades, autonomous driving algorithms have made significant progress in perception, planning, and control. However, evaluating individual components does not fully reflect the performance of entire systems, highlighting the need for more holistic assessment methods. This motivates the development of HUGSIM, a closed-loop, photo-realistic, and real-time simulator for evaluating autonomous driving algorithms. We achieve this by lifting captured 2D RGB images into the 3D space via 3D Gaussian Splatting, improving the rendering quality for closed-loop scenarios, and building the closed-loop environment. In terms of rendering, We tackle challenges of novel view synthesis in closed-loop scenarios, including viewpoint extrapolation and 360-degree vehicle rendering. Beyond novel view synthesis, HUGSIM further enables the full closed simulation loop, dynamically updating the ego and actor states and observations based on control commands. Moreover, HUGSIM offers a comprehensive benchmark across more than 70 sequences from KITTI-360, Waymo, nuScenes, and PandaSet, along with over 400 varying scenarios, providing a fair and realistic evaluation platform for existing autonomous driving algorithms. HUGSIM not only serves as an intuitive evaluation benchmark but also unlocks the potential for fine-tuning autonomous driving algorithms in a photorealistic closed-loop setting.

TestGenEval: A Real World Unit Test Generation and Test Completion Benchmark

Code generation models can help improve many common software tasks ranging from code completion to defect prediction. Most of the existing benchmarks for code generation LLMs focus on code authoring or code completion. Surprisingly, there has been far less effort dedicated to benchmarking software testing, despite the strong correlation between well-tested software and effective bug detection. To address this gap, we create and release TestGenEval, a large-scale benchmark to measure test generation performance. Based on SWEBench, TestGenEval comprises 68,647 tests from 1,210 code and test file pairs across 11 well-maintained Python repositories. It covers initial tests authoring, test suite completion, and code coverage improvements. Test authoring simulates the process of a developer writing a test suite from scratch, while test completion mimics the scenario where a developer aims to improve the coverage of an existing test suite. We evaluate several popular models, with sizes ranging from 7B to 405B parameters. Our detailed analysis highlights TestGenEval's contribution to a comprehensive evaluation of test generation performance. In particular, models struggle to generate high-coverage test suites, with the best model, GPT-4o, achieving an average coverage of only 35.2%. This is primarily due to models struggling to reason about execution, and their frequent assertion errors when addressing complex code paths.

Efficient 3D Recognition with Event-driven Spike Sparse Convolution

Spiking Neural Networks (SNNs) provide an energy-efficient way to extract 3D spatio-temporal features. Point clouds are sparse 3D spatial data, which suggests that SNNs should be well-suited for processing them. However, when applying SNNs to point clouds, they often exhibit limited performance and fewer application scenarios. We attribute this to inappropriate preprocessing and feature extraction methods. To address this issue, we first introduce the Spike Voxel Coding (SVC) scheme, which encodes the 3D point clouds into a sparse spike train space, reducing the storage requirements and saving time on point cloud preprocessing. Then, we propose a Spike Sparse Convolution (SSC) model for efficiently extracting 3D sparse point cloud features. Combining SVC and SSC, we design an efficient 3D SNN backbone (E-3DSNN), which is friendly with neuromorphic hardware. For instance, SSC can be implemented on neuromorphic chips with only minor modifications to the addressing function of vanilla spike convolution. Experiments on ModelNet40, KITTI, and Semantic KITTI datasets demonstrate that E-3DSNN achieves state-of-the-art (SOTA) results with remarkable efficiency. Notably, our E-3DSNN (1.87M) obtained 91.7\% top-1 accuracy on ModelNet40, surpassing the current best SNN baselines (14.3M) by 3.0\%. To our best knowledge, it is the first direct training 3D SNN backbone that can simultaneously handle various 3D computer vision tasks (e.g., classification, detection, and segmentation) with an event-driven nature. Code is available: https://github.com/bollossom/E-3DSNN/.

ShadowKV: KV Cache in Shadows for High-Throughput Long-Context LLM Inference

With the widespread deployment of long-context large language models (LLMs), there has been a growing demand for efficient support of high-throughput inference. However, as the key-value (KV) cache expands with the sequence length, the increasing memory footprint and the need to access it for each token generation both result in low throughput when serving long-context LLMs. While various dynamic sparse attention methods have been proposed to speed up inference while maintaining generation quality, they either fail to sufficiently reduce GPU memory consumption or introduce significant decoding latency by offloading the KV cache to the CPU. We present ShadowKV, a high-throughput long-context LLM inference system that stores the low-rank key cache and offloads the value cache to reduce the memory footprint for larger batch sizes and longer sequences. To minimize decoding latency, ShadowKV employs an accurate KV selection strategy that reconstructs minimal sparse KV pairs on-the-fly. By evaluating ShadowKV on a broad range of benchmarks, including RULER, LongBench, and Needle In A Haystack, and models like Llama-3.1-8B, Llama-3-8B-1M, GLM-4-9B-1M, Yi-9B-200K, Phi-3-Mini-128K, and Qwen2-7B-128K, we demonstrate that it can support up to 6times larger batch sizes and boost throughput by up to 3.04times on an A100 GPU without sacrificing accuracy, even surpassing the performance achievable with infinite batch size under the assumption of infinite GPU memory. The code is available at https://github.com/bytedance/ShadowKV.

EvoCodeBench: An Evolving Code Generation Benchmark with Domain-Specific Evaluations

How to evaluate Large Language Models (LLMs) in code generation remains an open question. Existing benchmarks have two limitations - data leakage and lack of domain-specific evaluation. The former hurts the fairness of benchmarks, and the latter hinders practitioners from selecting superior LLMs for specific programming domains. To address these two limitations, we propose a new benchmark - EvoCodeBench, which has the following advances: (1) Evolving data. EvoCodeBench will be dynamically updated every period (e.g., 6 months) to avoid data leakage. This paper releases the first version - EvoCodeBench-2403, containing 275 samples from 25 repositories. (2) A domain taxonomy and domain labels. Based on the statistics of open-source communities, we design a programming domain taxonomy consisting of 10 popular domains. Based on the taxonomy, we annotate each sample in EvoCodeBench with a domain label. (3) Domain-specific evaluations. Besides the Pass@k, we compute the Domain-Specific Improvement (DSI) and define LLMs' comfort and strange domains. These evaluations help practitioners select superior LLMs in specific domains and discover the shortcomings of existing LLMs. We evaluate 8 popular LLMs (e.g., gpt-4, DeepSeek Coder) on EvoCodeBench and summarize some insights. EvoCodeBench reveals the actual abilities of these LLMs in real-world repositories. For example, the highest Pass@1 of gpt-4 on EvoCodeBench-2403 is only 20.74%. Besides, we evaluate LLMs in different domains and discover their comfort and strange domains. For example, gpt-4 performs best in most domains but falls behind others in the Internet domain. StarCoder 2-15B unexpectedly performs well in the Database domain and even outperforms 33B LLMs. EvoCodeBench has been released.

PlanarTrack: A Large-scale Challenging Benchmark for Planar Object Tracking

Planar object tracking is a critical computer vision problem and has drawn increasing interest owing to its key roles in robotics, augmented reality, etc. Despite rapid progress, its further development, especially in the deep learning era, is largely hindered due to the lack of large-scale challenging benchmarks. Addressing this, we introduce PlanarTrack, a large-scale challenging planar tracking benchmark. Specifically, PlanarTrack consists of 1,000 videos with more than 490K images. All these videos are collected in complex unconstrained scenarios from the wild, which makes PlanarTrack, compared with existing benchmarks, more challenging but realistic for real-world applications. To ensure the high-quality annotation, each frame in PlanarTrack is manually labeled using four corners with multiple-round careful inspection and refinement. To our best knowledge, PlanarTrack, to date, is the largest and most challenging dataset dedicated to planar object tracking. In order to analyze the proposed PlanarTrack, we evaluate 10 planar trackers and conduct comprehensive comparisons and in-depth analysis. Our results, not surprisingly, demonstrate that current top-performing planar trackers degenerate significantly on the challenging PlanarTrack and more efforts are needed to improve planar tracking in the future. In addition, we further derive a variant named PlanarTrack_{BB} for generic object tracking from PlanarTrack. Our evaluation of 10 excellent generic trackers on PlanarTrack_{BB} manifests that, surprisingly, PlanarTrack_{BB} is even more challenging than several popular generic tracking benchmarks and more attention should be paid to handle such planar objects, though they are rigid. All benchmarks and evaluations will be released at the project webpage.

The Two-Pass Softmax Algorithm

The softmax (also called softargmax) function is widely used in machine learning models to normalize real-valued scores into a probability distribution. To avoid floating-point overflow, the softmax function is conventionally implemented in three passes: the first pass to compute the normalization constant, and two other passes to compute outputs from normalized inputs. We analyze two variants of the Three-Pass algorithm and demonstrate that in a well-optimized implementation on HPC-class processors performance of all three passes is limited by memory bandwidth. We then present a novel algorithm for softmax computation in just two passes. The proposed Two-Pass algorithm avoids both numerical overflow and the extra normalization pass by employing an exotic representation for intermediate values, where each value is represented as a pair of floating-point numbers: one representing the "mantissa" and another representing the "exponent". Performance evaluation demonstrates that on out-of-cache inputs on an Intel Skylake-X processor the new Two-Pass algorithm outperforms the traditional Three-Pass algorithm by up to 28% in AVX512 implementation, and by up to 18% in AVX2 implementation. The proposed Two-Pass algorithm also outperforms the traditional Three-Pass algorithm on Intel Broadwell and AMD Zen 2 processors. To foster reproducibility, we released an open-source implementation of the new Two-Pass Softmax algorithm and other experiments in this paper as a part of XNNPACK library at GitHub.com/google/XNNPACK.