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VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality

As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.

High-Resolution Virtual Try-On with Misalignment and Occlusion-Handled Conditions

Image-based virtual try-on aims to synthesize an image of a person wearing a given clothing item. To solve the task, the existing methods warp the clothing item to fit the person's body and generate the segmentation map of the person wearing the item before fusing the item with the person. However, when the warping and the segmentation generation stages operate individually without information exchange, the misalignment between the warped clothes and the segmentation map occurs, which leads to the artifacts in the final image. The information disconnection also causes excessive warping near the clothing regions occluded by the body parts, so-called pixel-squeezing artifacts. To settle the issues, we propose a novel try-on condition generator as a unified module of the two stages (i.e., warping and segmentation generation stages). A newly proposed feature fusion block in the condition generator implements the information exchange, and the condition generator does not create any misalignment or pixel-squeezing artifacts. We also introduce discriminator rejection that filters out the incorrect segmentation map predictions and assures the performance of virtual try-on frameworks. Experiments on a high-resolution dataset demonstrate that our model successfully handles the misalignment and occlusion, and significantly outperforms the baselines. Code is available at https://github.com/sangyun884/HR-VITON.

PromptDresser: Improving the Quality and Controllability of Virtual Try-On via Generative Textual Prompt and Prompt-aware Mask

Recent virtual try-on approaches have advanced by fine-tuning the pre-trained text-to-image diffusion models to leverage their powerful generative ability. However, the use of text prompts in virtual try-on is still underexplored. This paper tackles a text-editable virtual try-on task that changes the clothing item based on the provided clothing image while editing the wearing style (e.g., tucking style, fit) according to the text descriptions. In the text-editable virtual try-on, three key aspects exist: (i) designing rich text descriptions for paired person-clothing data to train the model, (ii) addressing the conflicts where textual information of the existing person's clothing interferes the generation of the new clothing, and (iii) adaptively adjust the inpainting mask aligned with the text descriptions, ensuring proper editing areas while preserving the original person's appearance irrelevant to the new clothing. To address these aspects, we propose PromptDresser, a text-editable virtual try-on model that leverages large multimodal model (LMM) assistance to enable high-quality and versatile manipulation based on generative text prompts. Our approach utilizes LMMs via in-context learning to generate detailed text descriptions for person and clothing images independently, including pose details and editing attributes using minimal human cost. Moreover, to ensure the editing areas, we adjust the inpainting mask depending on the text prompts adaptively. We found that our approach, utilizing detailed text prompts, not only enhances text editability but also effectively conveys clothing details that are difficult to capture through images alone, thereby enhancing image quality. Our code is available at https://github.com/rlawjdghek/PromptDresser.

On Distribution Shift in Learning-based Bug Detectors

Deep learning has recently achieved initial success in program analysis tasks such as bug detection. Lacking real bugs, most existing works construct training and test data by injecting synthetic bugs into correct programs. Despite achieving high test accuracy (e.g., 90%), the resulting bug detectors are found to be surprisingly unusable in practice, i.e., <10% precision when used to scan real software repositories. In this work, we argue that this massive performance difference is caused by a distribution shift, i.e., a fundamental mismatch between the real bug distribution and the synthetic bug distribution used to train and evaluate the detectors. To address this key challenge, we propose to train a bug detector in two phases, first on a synthetic bug distribution to adapt the model to the bug detection domain, and then on a real bug distribution to drive the model towards the real distribution. During these two phases, we leverage a multi-task hierarchy, focal loss, and contrastive learning to further boost performance. We evaluate our approach extensively on three widely studied bug types, for which we construct new datasets carefully designed to capture the real bug distribution. The results demonstrate that our approach is practically effective and successfully mitigates the distribution shift: our learned detectors are highly performant on both our test set and the latest version of open source repositories. Our code, datasets, and models are publicly available at https://github.com/eth-sri/learning-real-bug-detector.

Virtual Prompt Injection for Instruction-Tuned Large Language Models

We present Virtual Prompt Injection (VPI) for instruction-tuned Large Language Models (LLMs). VPI allows an attacker-specified virtual prompt to steer the model behavior under specific trigger scenario without any explicit injection in model input. For instance, if an LLM is compromised with the virtual prompt "Describe Joe Biden negatively." for Joe Biden-related instructions, then any service deploying this model will propagate biased views when handling user queries related to Joe Biden. VPI is especially harmful for two primary reasons. Firstly, the attacker can take fine-grained control over LLM behaviors by defining various virtual prompts, exploiting LLMs' proficiency in following instructions. Secondly, this control is achieved without any interaction from the attacker while the model is in service, leading to persistent attack. To demonstrate the threat, we propose a simple method for performing VPI by poisoning the model's instruction tuning data. We find that our proposed method is highly effective in steering the LLM with VPI. For example, by injecting only 52 poisoned examples (0.1% of the training data size) into the instruction tuning data, the percentage of negative responses given by the trained model on Joe Biden-related queries change from 0% to 40%. We thus highlight the necessity of ensuring the integrity of the instruction-tuning data as little poisoned data can cause stealthy and persistent harm to the deployed model. We further explore the possible defenses and identify data filtering as an effective way to defend against the poisoning attacks. Our project page is available at https://poison-llm.github.io.

MobileSteward: Integrating Multiple App-Oriented Agents with Self-Evolution to Automate Cross-App Instructions

Mobile phone agents can assist people in automating daily tasks on their phones, which have emerged as a pivotal research spotlight. However, existing procedure-oriented agents struggle with cross-app instructions, due to the following challenges: (1) complex task relationships, (2) diverse app environment, and (3) error propagation and information loss in multi-step execution. Drawing inspiration from object-oriented programming principles, we recognize that object-oriented solutions is more suitable for cross-app instruction. To address these challenges, we propose a self-evolving multi-agent framework named MobileSteward, which integrates multiple app-oriented StaffAgents coordinated by a centralized StewardAgent. We design three specialized modules in MobileSteward: (1) Dynamic Recruitment generates a scheduling graph guided by information flow to explicitly associate tasks among apps. (2) Assigned Execution assigns the task to app-oriented StaffAgents, each equipped with app-specialized expertise to address the diversity between apps. (3) Adjusted Evaluation conducts evaluation to provide reflection tips or deliver key information, which alleviates error propagation and information loss during multi-step execution. To continuously improve the performance of MobileSteward, we develop a Memory-based Self-evolution mechanism, which summarizes the experience from successful execution, to improve the performance of MobileSteward. We establish the first English Cross-APP Benchmark (CAPBench) in the real-world environment to evaluate the agents' capabilities of solving complex cross-app instructions. Experimental results demonstrate that MobileSteward achieves the best performance compared to both single-agent and multi-agent frameworks, highlighting the superiority of MobileSteward in better handling user instructions with diverse complexity.

High-Fidelity Virtual Try-on with Large-Scale Unpaired Learning

Virtual try-on (VTON) transfers a target clothing image to a reference person, where clothing fidelity is a key requirement for downstream e-commerce applications. However, existing VTON methods still fall short in high-fidelity try-on due to the conflict between the high diversity of dressing styles (\eg clothes occluded by pants or distorted by posture) and the limited paired data for training. In this work, we propose a novel framework Boosted Virtual Try-on (BVTON) to leverage the large-scale unpaired learning for high-fidelity try-on. Our key insight is that pseudo try-on pairs can be reliably constructed from vastly available fashion images. Specifically, 1) we first propose a compositional canonicalizing flow that maps on-model clothes into pseudo in-shop clothes, dubbed canonical proxy. Each clothing part (sleeves, torso) is reversely deformed into an in-shop-like shape to compositionally construct the canonical proxy. 2) Next, we design a layered mask generation module that generates accurate semantic layout by training on canonical proxy. We replace the in-shop clothes used in conventional pipelines with the derived canonical proxy to boost the training process. 3) Finally, we propose an unpaired try-on synthesizer by constructing pseudo training pairs with randomly misaligned on-model clothes, where intricate skin texture and clothes boundaries can be generated. Extensive experiments on high-resolution (1024times768) datasets demonstrate the superiority of our approach over state-of-the-art methods both qualitatively and quantitatively. Notably, BVTON shows great generalizability and scalability to various dressing styles and data sources.

RepoFusion: Training Code Models to Understand Your Repository

Despite the huge success of Large Language Models (LLMs) in coding assistants like GitHub Copilot, these models struggle to understand the context present in the repository (e.g., imports, parent classes, files with similar names, etc.), thereby producing inaccurate code completions. This effect is more pronounced when using these assistants for repositories that the model has not seen during training, such as proprietary software or work-in-progress code projects. Recent work has shown the promise of using context from the repository during inference. In this work, we extend this idea and propose RepoFusion, a framework to train models to incorporate relevant repository context. Experiments on single-line code completion show that our models trained with repository context significantly outperform much larger code models as CodeGen-16B-multi (sim73times larger) and closely match the performance of the sim 70times larger StarCoderBase model that was trained with the Fill-in-the-Middle objective. We find these results to be a novel and compelling demonstration of the gains that training with repository context can bring. We carry out extensive ablation studies to investigate the impact of design choices such as context type, number of contexts, context length, and initialization within our framework. Lastly, we release Stack-Repo, a dataset of 200 Java repositories with permissive licenses and near-deduplicated files that are augmented with three types of repository contexts. Additionally, we are making available the code and trained checkpoints for our work. Our released resources can be found at https://huggingface.co/RepoFusion.

MultiMend: Multilingual Program Repair with Context Augmentation and Multi-Hunk Patch Generation

Context: Bugs in code are inevitable and can lead to severe consequences, ranging from security vulnerabilities to operational failures. Debugging software remains challenging despite advances in testing and verification, often requiring extensive manual effort. Learning-based automated program repair (APR) has shown promise in reducing the time, effort, and cost of manually fixing bugs. However, existing techniques face several challenges, including language-dependent strategies, limited bug context utilization, and difficulties in handling bugs that span multiple locations in the code. Objective: This paper introduces MultiMend, a learning-based APR approach designed to improve repair performance on multiple programming languages with language-independent context augmentation and multi-hunk patch generation. Method: MultiMend fine-tunes a pre-trained encoder-decoder transformer model (CodeT5) to generate bug-fixing patches. It embeds source code lines and applies retrieval-augmented generation to augment the buggy context with relevant lines during patch generation. The approach systematically constructs patches for multi-hunk bugs to reduce the needed patch validations. We evaluate MultiMend on four benchmarks with four programming languages and compare it with state-of-the-art methods. Results: Experimental results show that MultiMend achieves competitive effectiveness and efficiency against compared tools. Across all benchmarks, MultiMend fixes 2,077 bugs, of which 1,455 are identical to the developer's patch, and 106 are for multi-hunk bugs. Both context augmentation and multi-hunk patch generation positively contribute to the results. Conclusion: MultiMend shows promising performance across benchmarks. The findings highlight its applicability to real-world software maintenance and its potential to reduce manual debugging efforts.

Flexible Non-intrusive Dynamic Instrumentation for WebAssembly

A key strength of managed runtimes over hardware is the ability to gain detailed insight into the dynamic execution of programs with instrumentation. Analyses such as code coverage, execution frequency, tracing, and debugging, are all made easier in a virtual setting. As a portable, low-level bytecode, WebAssembly offers inexpensive in-process sandboxing with high performance. Yet to date, Wasm engines have not offered much insight into executing programs, supporting at best bytecode-level stepping and basic source maps, but no instrumentation capabilities. In this paper, we show the first non-intrusive dynamic instrumentation system for WebAssembly in the open-source Wizard Research Engine. Our innovative design offers a flexible, complete hierarchy of instrumentation primitives that support building high-level, complex analyses in terms of low-level, programmable probes. In contrast to emulation or machine code instrumentation, injecting probes at the bytecode level increases expressiveness and vastly simplifies the implementation by reusing the engine's JIT compiler, interpreter, and deoptimization mechanism rather than building new ones. Wizard supports both dynamic instrumentation insertion and removal while providing consistency guarantees, which is key to composing multiple analyses without interference. We detail a fully-featured implementation in a high-performance multi-tier Wasm engine, show novel optimizations specifically designed to minimize instrumentation overhead, and evaluate performance characteristics under load from various analyses. This design is well-suited for production engine adoption as probes can be implemented to have no impact on production performance when not in use.

KGym: A Platform and Dataset to Benchmark Large Language Models on Linux Kernel Crash Resolution

Large Language Models (LLMs) are consistently improving at increasingly realistic software engineering (SE) tasks. In real-world software stacks, significant SE effort is spent developing foundational system software like the Linux kernel. Unlike application-level software, a systems codebase like Linux is multilingual (low-level C/Assembly/Bash/Rust); gigantic (>20 million lines); critical (impacting billions of devices worldwide), and highly concurrent (involving complex multi-threading). To evaluate if ML models are useful while developing such large-scale systems-level software, we introduce kGym (a platform) and kBench (a dataset). The kGym platform provides a SE environment for large-scale experiments on the Linux kernel, including compiling and running kernels in parallel across several virtual machines, detecting operations and crashes, inspecting logs, and querying and patching the code base. We use kGym to facilitate evaluation on kBench, a crash resolution benchmark drawn from real-world Linux kernel bugs. An example bug in kBench contains crashing stack traces, a bug-reproducer file, a developer-written fix, and other associated data. To understand current performance, we conduct baseline experiments by prompting LLMs to resolve Linux kernel crashes. Our initial evaluations reveal that the best performing LLM achieves 0.72% and 5.38% in the unassisted and assisted (i.e., buggy files disclosed to the model) settings, respectively. These results highlight the need for further research to enhance model performance in SE tasks. Improving performance on kBench requires models to master new learning skills, including understanding the cause of crashes and repairing faults, writing memory-safe and hardware-aware code, and understanding concurrency. As a result, this work opens up multiple avenues of research at the intersection of machine learning and systems software.

ShineOn: Illuminating Design Choices for Practical Video-based Virtual Clothing Try-on

Virtual try-on has garnered interest as a neural rendering benchmark task to evaluate complex object transfer and scene composition. Recent works in virtual clothing try-on feature a plethora of possible architectural and data representation choices. However, they present little clarity on quantifying the isolated visual effect of each choice, nor do they specify the hyperparameter details that are key to experimental reproduction. Our work, ShineOn, approaches the try-on task from a bottom-up approach and aims to shine light on the visual and quantitative effects of each experiment. We build a series of scientific experiments to isolate effective design choices in video synthesis for virtual clothing try-on. Specifically, we investigate the effect of different pose annotations, self-attention layer placement, and activation functions on the quantitative and qualitative performance of video virtual try-on. We find that DensePose annotations not only enhance face details but also decrease memory usage and training time. Next, we find that attention layers improve face and neck quality. Finally, we show that GELU and ReLU activation functions are the most effective in our experiments despite the appeal of newer activations such as Swish and Sine. We will release a well-organized code base, hyperparameters, and model checkpoints to support the reproducibility of our results. We expect our extensive experiments and code to greatly inform future design choices in video virtual try-on. Our code may be accessed at https://github.com/andrewjong/ShineOn-Virtual-Tryon.

A Novel Approach for Automatic Program Repair using Round-Trip Translation with Large Language Models

Research shows that grammatical mistakes in a sentence can be corrected by translating it to another language and back using neural machine translation with language models. We investigate whether this correction capability of Large Language Models (LLMs) extends to Automatic Program Repair (APR). Current generative models for APR are pre-trained on source code and fine-tuned for repair. This paper proposes bypassing the fine-tuning step and using Round-Trip Translation (RTT): translation of code from one programming language to another programming or natural language, and back. We hypothesize that RTT with LLMs restores the most commonly seen patterns in code during pre-training, i.e., performs a regression toward the mean, which removes bugs as they are a form of noise w.r.t. the more frequent, natural, bug-free code in the training data. To test this hypothesis, we employ eight recent LLMs pre-trained on code, including the latest GPT versions, and four common program repair benchmarks in Java. We find that RTT with English as an intermediate language repaired 101 of 164 bugs with GPT-4 on the HumanEval-Java dataset. Moreover, 46 of these are unique bugs that are not repaired by other LLMs fine-tuned for APR. Our findings highlight the viability of round-trip translation with LLMs as a technique for automated program repair and its potential for research in software engineering. Keywords: automated program repair, large language model, machine translation

Hallucinating AI Hijacking Attack: Large Language Models and Malicious Code Recommenders

The research builds and evaluates the adversarial potential to introduce copied code or hallucinated AI recommendations for malicious code in popular code repositories. While foundational large language models (LLMs) from OpenAI, Google, and Anthropic guard against both harmful behaviors and toxic strings, previous work on math solutions that embed harmful prompts demonstrate that the guardrails may differ between expert contexts. These loopholes would appear in mixture of expert's models when the context of the question changes and may offer fewer malicious training examples to filter toxic comments or recommended offensive actions. The present work demonstrates that foundational models may refuse to propose destructive actions correctly when prompted overtly but may unfortunately drop their guard when presented with a sudden change of context, like solving a computer programming challenge. We show empirical examples with trojan-hosting repositories like GitHub, NPM, NuGet, and popular content delivery networks (CDN) like jsDelivr which amplify the attack surface. In the LLM's directives to be helpful, example recommendations propose application programming interface (API) endpoints which a determined domain-squatter could acquire and setup attack mobile infrastructure that triggers from the naively copied code. We compare this attack to previous work on context-shifting and contrast the attack surface as a novel version of "living off the land" attacks in the malware literature. In the latter case, foundational language models can hijack otherwise innocent user prompts to recommend actions that violate their owners' safety policies when posed directly without the accompanying coding support request.

Interactive3D: Create What You Want by Interactive 3D Generation

3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.

FICE: Text-Conditioned Fashion Image Editing With Guided GAN Inversion

Fashion-image editing represents a challenging computer vision task, where the goal is to incorporate selected apparel into a given input image. Most existing techniques, known as Virtual Try-On methods, deal with this task by first selecting an example image of the desired apparel and then transferring the clothing onto the target person. Conversely, in this paper, we consider editing fashion images with text descriptions. Such an approach has several advantages over example-based virtual try-on techniques, e.g.: (i) it does not require an image of the target fashion item, and (ii) it allows the expression of a wide variety of visual concepts through the use of natural language. Existing image-editing methods that work with language inputs are heavily constrained by their requirement for training sets with rich attribute annotations or they are only able to handle simple text descriptions. We address these constraints by proposing a novel text-conditioned editing model, called FICE (Fashion Image CLIP Editing), capable of handling a wide variety of diverse text descriptions to guide the editing procedure. Specifically with FICE, we augment the common GAN inversion process by including semantic, pose-related, and image-level constraints when generating images. We leverage the capabilities of the CLIP model to enforce the semantics, due to its impressive image-text association capabilities. We furthermore propose a latent-code regularization technique that provides the means to better control the fidelity of the synthesized images. We validate FICE through rigorous experiments on a combination of VITON images and Fashion-Gen text descriptions and in comparison with several state-of-the-art text-conditioned image editing approaches. Experimental results demonstrate FICE generates highly realistic fashion images and leads to stronger editing performance than existing competing approaches.

PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments

We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.

TryOn-Adapter: Efficient Fine-Grained Clothing Identity Adaptation for High-Fidelity Virtual Try-On

Virtual try-on focuses on adjusting the given clothes to fit a specific person seamlessly while avoiding any distortion of the patterns and textures of the garment. However, the clothing identity uncontrollability and training inefficiency of existing diffusion-based methods, which struggle to maintain the identity even with full parameter training, are significant limitations that hinder the widespread applications. In this work, we propose an effective and efficient framework, termed TryOn-Adapter. Specifically, we first decouple clothing identity into fine-grained factors: style for color and category information, texture for high-frequency details, and structure for smooth spatial adaptive transformation. Our approach utilizes a pre-trained exemplar-based diffusion model as the fundamental network, whose parameters are frozen except for the attention layers. We then customize three lightweight modules (Style Preserving, Texture Highlighting, and Structure Adapting) incorporated with fine-tuning techniques to enable precise and efficient identity control. Meanwhile, we introduce the training-free T-RePaint strategy to further enhance clothing identity preservation while maintaining the realistic try-on effect during the inference. Our experiments demonstrate that our approach achieves state-of-the-art performance on two widely-used benchmarks. Additionally, compared with recent full-tuning diffusion-based methods, we only use about half of their tunable parameters during training. The code will be made publicly available at https://github.com/jiazheng-xing/TryOn-Adapter.

Taming the Power of Diffusion Models for High-Quality Virtual Try-On with Appearance Flow

Virtual try-on is a critical image synthesis task that aims to transfer clothes from one image to another while preserving the details of both humans and clothes. While many existing methods rely on Generative Adversarial Networks (GANs) to achieve this, flaws can still occur, particularly at high resolutions. Recently, the diffusion model has emerged as a promising alternative for generating high-quality images in various applications. However, simply using clothes as a condition for guiding the diffusion model to inpaint is insufficient to maintain the details of the clothes. To overcome this challenge, we propose an exemplar-based inpainting approach that leverages a warping module to guide the diffusion model's generation effectively. The warping module performs initial processing on the clothes, which helps to preserve the local details of the clothes. We then combine the warped clothes with clothes-agnostic person image and add noise as the input of diffusion model. Additionally, the warped clothes is used as local conditions for each denoising process to ensure that the resulting output retains as much detail as possible. Our approach, namely Diffusion-based Conditional Inpainting for Virtual Try-ON (DCI-VTON), effectively utilizes the power of the diffusion model, and the incorporation of the warping module helps to produce high-quality and realistic virtual try-on results. Experimental results on VITON-HD demonstrate the effectiveness and superiority of our method.

ANPL: Towards Natural Programming with Interactive Decomposition

Though LLMs are capable of generating plausible programs, it's challenging to interact with the LLMs further to revise the program, especially if the user's specific requirements are different from the initial proposal. In this paper, we introduce ANPL, an interactive programming system that ensures users can always refine the generated code towards their specific programmatic intents via structured decompositions. Borrowing the paradigm of sketching from program synthesis, an ANPL program consists of a set of input-outputs that it must satisfy, a ``sketch'' -- control/data flow expressed in precise code (e.g. Python), and ``holes'' -- sub-modules to be implemented by the LLM specified with natural language. The user revises an ANPL program by either modifying the sketch, changing the language used to describe the holes, or providing additional input-outputs to a particular hole, turning it into a sub-ANPL program that can be solved recursively. This workflow allows the users to offload programming burdens to the LLM as much as possible while retaining the ability to pinpoint and resolve bugs locally, without exposing the rest of the program to the LLM. We deploy ANPL on the Abstraction and Reasoning Corpus (ARC), a set of unique tasks that are challenging for state-of-the-art AI systems, showing it outperforms baseline programming systems that (a) without the ability to decompose tasks interactively and (b) without the guarantee that the modules can be correctly composed together. Additional evaluations on APPS, HumanEval, and real-world programming tasks have validated that the ANPL framework is applicable to multiple programming domains. We release the ANPL solutions to the ARC tasks as a dataset, providing insights into how humans decompose novel tasks programmatically. See our code at https://iprc-dip.github.io/ANPL/.