The recent democratization of personal fabrication has significantly advanced the maker movement and reshaped applied research in HCI and beyond. However, this growth has also raised increasing sustainability concerns, as material waste is an inevitable byproduct of making and rapid prototyping. In this work, we examine the sustainability landscape within the modern maker community, focusing on grassroots makerspaces and maker-oriented research labs through in-depth interviews with diverse stakeholders involved in making and managing making-related activities. Our findings highlight four key themes: the various types of "waste" generated through the making process, the strategies (or lack thereof) for managing this waste, the motivations driving (un)sustainable practices, and the challenges faced. We synthesize these insights into design considerations and takeaways for technical HCI researchers and the broader community, focusing on future tools, infrastructures, and educational approaches to foster sustainable making.
Universal Design (UD), an approach to accessibility that was first conceptualized in architecture to make buildings physically accessible, has since been applied to curriculum design to make classrooms accessible for a larger range of learning needs. In this paper, we illustrate how the concepts of UD are relevant outside of architecture and the creation of curricula by highlighting examples of norms that exist in the field of astronomy that create barriers for disabled folks. we discuss ways the foundations of UD can be applied more generally to department culture, conferences, outreach events, and academia as a whole to make STEM fields more inclusive. In order to implement UD in these sectors, one must create multiple pathways or options for folks to engage with and show their success in astronomy. While UD is critical for disabled folks, it can easily be expanded to include the promotion of people whose backgrounds and/or identities are currently underrepresented or under-supported in STEM. Lastly, we introduce guiding questions and tools for departments and institutions to evaluate the accessibility of their activities and traditions to disabled individuals. In summary, we aim
Posing 3D characters is a fundamental task in computer graphics and vision. However, existing methods like auto-rigging and pose-conditioned generation often struggle with challenges such as inaccurate skinning weight prediction, topological imperfections, and poor pose conformance, limiting their robustness and generalizability. To overcome these limitations, we introduce Make-It-Poseable, a novel feed-forward framework that reformulates character posing as a latent-space transformation problem. Instead of deforming mesh vertices as in traditional pipelines, our method reconstructs the character in new poses by directly manipulating its latent representation. At the core of our method is a latent posing transformer that manipulates shape tokens based on skeletal motion. This process is facilitated by a dense pose representation for precise control. To ensure high-fidelity geometry and accommodate topological changes, we also introduce a latent-space supervision strategy and an adaptive completion module. Our method demonstrates superior performance in posing quality. It also naturally extends to 3D editing applications like part replacement and refinement.
Physically realistic materials are pivotal in augmenting the realism of 3D assets across various applications and lighting conditions. However, existing 3D assets and generative models often lack authentic material properties. Manual assignment of materials using graphic software is a tedious and time-consuming task. In this paper, we exploit advancements in Multimodal Large Language Models (MLLMs), particularly GPT-4V, to present a novel approach, Make-it-Real: 1) We demonstrate that GPT-4V can effectively recognize and describe materials, allowing the construction of a detailed material library. 2) Utilizing a combination of visual cues and hierarchical text prompts, GPT-4V precisely identifies and aligns materials with the corresponding components of 3D objects. 3) The correctly matched materials are then meticulously applied as reference for the new SVBRDF material generation according to the original albedo map, significantly enhancing their visual authenticity. Make-it-Real offers a streamlined integration into the 3D content creation workflow, showcasing its utility as an essential tool for developers of 3D assets.
We present Make-A-Texture, a new framework that efficiently synthesizes high-resolution texture maps from textual prompts for given 3D geometries. Our approach progressively generates textures that are consistent across multiple viewpoints with a depth-aware inpainting diffusion model, in an optimized sequence of viewpoints determined by an automatic view selection algorithm. A significant feature of our method is its remarkable efficiency, achieving a full texture generation within an end-to-end runtime of just 3.07 seconds on a single NVIDIA H100 GPU, significantly outperforming existing methods. Such an acceleration is achieved by optimizations in the diffusion model and a specialized backprojection method. Moreover, our method reduces the artifacts in the backprojection phase, by selectively masking out non-frontal faces, and internal faces of open-surfaced objects. Experimental results demonstrate that Make-A-Texture matches or exceeds the quality of other state-of-the-art methods. Our work significantly improves the applicability and practicality of texture generation models for real-world 3D content creation, including interactive creation and text-guided texture editing.
3D characters are essential to modern creative industries, but making them animatable often demands extensive manual work in tasks like rigging and skinning. Existing automatic rigging tools face several limitations, including the necessity for manual annotations, rigid skeleton topologies, and limited generalization across diverse shapes and poses. An alternative approach is to generate animatable avatars pre-bound to a rigged template mesh. However, this method often lacks flexibility and is typically limited to realistic human shapes. To address these issues, we present Make-It-Animatable, a novel data-driven method to make any 3D humanoid model ready for character animation in less than one second, regardless of its shapes and poses. Our unified framework generates high-quality blend weights, bones, and pose transformations. By incorporating a particle-based shape autoencoder, our approach supports various 3D representations, including meshes and 3D Gaussian splats. Additionally, we employ a coarse-to-fine representation and a structure-aware modeling strategy to ensure both accuracy and robustness, even for characters with non-standard skeleton structures. We conducted extensi
Creating and animating 3D biped cartoon characters is crucial and valuable in various applications. Compared with geometry, the diverse texture design plays an important role in making 3D biped cartoon characters vivid and charming. Therefore, we focus on automatic texture design for cartoon characters based on input instructions. This is challenging for domain-specific requirements and a lack of high-quality data. To address this challenge, we propose Make-It-Vivid, the first attempt to enable high-quality texture generation from text in UV space. We prepare a detailed text-texture paired data for 3D characters by using vision-question-answering agents. Then we customize a pretrained text-to-image model to generate texture map with template structure while preserving the natural 2D image knowledge. Furthermore, to enhance fine-grained details, we propose a novel adversarial learning scheme to shorten the domain gap between original dataset and realistic texture domain. Extensive experiments show that our approach outperforms current texture generation methods, resulting in efficient character texturing and faithful generation with prompts. Besides, we showcase various applications
The text-driven image and video diffusion models have achieved unprecedented success in generating realistic and diverse content. Recently, the editing and variation of existing images and videos in diffusion-based generative models have garnered significant attention. However, previous works are limited to editing content with text or providing coarse personalization using a single visual clue, rendering them unsuitable for indescribable content that requires fine-grained and detailed control. In this regard, we propose a generic video editing framework called Make-A-Protagonist, which utilizes textual and visual clues to edit videos with the goal of empowering individuals to become the protagonists. Specifically, we leverage multiple experts to parse source video, target visual and textual clues, and propose a visual-textual-based video generation model that employs mask-guided denoising sampling to generate the desired output. Extensive results demonstrate the versatile and remarkable editing capabilities of Make-A-Protagonist.
Explaining black-box model behavior with natural language has achieved impressive results in various NLP tasks. Recent research has explored the utilization of subsequences from the input text as a rationale, providing users with evidence to support the model decision. Although existing frameworks excel in generating high-quality rationales while achieving high task performance, they neglect to account for the unreliable link between the generated rationale and model decision. In simpler terms, a model may make correct decisions while attributing wrong rationales, or make poor decisions while attributing correct rationales. To mitigate this issue, we propose a unified two-stage framework known as Self-Attribution and Decision-Making (SADM). Through extensive experiments on five reasoning datasets from the ERASER benchmark, we demonstrate that our framework not only establishes a more reliable link between the generated rationale and model decision but also achieves competitive results in task performance and the quality of rationale. Furthermore, we explore the potential of our framework in semi-supervised scenarios.
Recent years have witnessed the strong power of 3D generation models, which offer a new level of creative flexibility by allowing users to guide the 3D content generation process through a single image or natural language. However, it remains challenging for existing 3D generation methods to create subject-driven 3D content across diverse prompts. In this paper, we introduce a novel 3D customization method, dubbed Make-Your-3D that can personalize high-fidelity and consistent 3D content from only a single image of a subject with text description within 5 minutes. Our key insight is to harmonize the distributions of a multi-view diffusion model and an identity-specific 2D generative model, aligning them with the distribution of the desired 3D subject. Specifically, we design a co-evolution framework to reduce the variance of distributions, where each model undergoes a process of learning from the other through identity-aware optimization and subject-prior optimization, respectively. Extensive experiments demonstrate that our method can produce high-quality, consistent, and subject-specific 3D content with text-driven modifications that are unseen in subject image.
Despite the unprecedented success of text-to-image diffusion models, controlling the number of depicted objects using text is surprisingly hard. This is important for various applications from technical documents, to children's books to illustrating cooking recipes. Generating object-correct counts is fundamentally challenging because the generative model needs to keep a sense of separate identity for every instance of the object, even if several objects look identical or overlap, and then carry out a global computation implicitly during generation. It is still unknown if such representations exist. To address count-correct generation, we first identify features within the diffusion model that can carry the object identity information. We then use them to separate and count instances of objects during the denoising process and detect over-generation and under-generation. We fix the latter by training a model that predicts both the shape and location of a missing object, based on the layout of existing ones, and show how it can be used to guide denoising with correct object count. Our approach, CountGen, does not depend on external source to determine object layout, but rather uses
Creating a vivid video from the event or scenario in our imagination is a truly fascinating experience. Recent advancements in text-to-video synthesis have unveiled the potential to achieve this with prompts only. While text is convenient in conveying the overall scene context, it may be insufficient to control precisely. In this paper, we explore customized video generation by utilizing text as context description and motion structure (e.g. frame-wise depth) as concrete guidance. Our method, dubbed Make-Your-Video, involves joint-conditional video generation using a Latent Diffusion Model that is pre-trained for still image synthesis and then promoted for video generation with the introduction of temporal modules. This two-stage learning scheme not only reduces the computing resources required, but also improves the performance by transferring the rich concepts available in image datasets solely into video generation. Moreover, we use a simple yet effective causal attention mask strategy to enable longer video synthesis, which mitigates the potential quality degradation effectively. Experimental results show the superiority of our method over existing baselines, particularly in te
Large language models and other highly capable AI systems ease the burdens of deciding what to say or do, but this very ease can undermine the effectiveness of our actions in social contexts. We explain this apparent tension by introducing the integrative theoretical concept of "mental proof," which occurs when observable actions are used to certify unobservable mental facts. From hiring to dating, mental proofs enable people to credibly communicate values, intentions, states of knowledge, and other private features of their minds to one another in low-trust environments where honesty cannot be easily enforced. Drawing on results from economics, theoretical biology, and computer science, we describe the core theoretical mechanisms that enable people to effect mental proofs. An analysis of these mechanisms clarifies when and how artificial intelligence can make low-trust cooperation harder despite making thinking easier.
In this work, we investigate the problem of creating high-fidelity 3D content from only a single image. This is inherently challenging: it essentially involves estimating the underlying 3D geometry while simultaneously hallucinating unseen textures. To address this challenge, we leverage prior knowledge from a well-trained 2D diffusion model to act as 3D-aware supervision for 3D creation. Our approach, Make-It-3D, employs a two-stage optimization pipeline: the first stage optimizes a neural radiance field by incorporating constraints from the reference image at the frontal view and diffusion prior at novel views; the second stage transforms the coarse model into textured point clouds and further elevates the realism with diffusion prior while leveraging the high-quality textures from the reference image. Extensive experiments demonstrate that our method outperforms prior works by a large margin, resulting in faithful reconstructions and impressive visual quality. Our method presents the first attempt to achieve high-quality 3D creation from a single image for general objects and enables various applications such as text-to-3D creation and texture editing.
As artificial intelligence (AI) systems play an increasingly prominent role in human decision-making, challenges surface in the realm of human-AI interactions. One challenge arises from the suboptimal AI policies due to the inadequate consideration of humans disregarding AI recommendations, as well as the need for AI to provide advice selectively when it is most pertinent. This paper presents a sequential decision-making model that (i) takes into account the human's adherence level (the probability that the human follows/rejects machine advice) and (ii) incorporates a defer option so that the machine can temporarily refrain from making advice. We provide learning algorithms that learn the optimal advice policy and make advice only at critical time stamps. Compared to problem-agnostic reinforcement learning algorithms, our specialized learning algorithms not only enjoy better theoretical convergence properties but also show strong empirical performance.
Python is a popular dynamic language with a large part of its appeal coming from powerful libraries and extension modules. These augment the language and make it a productive environment for a wide variety of tasks, ranging from web development (Django) to numerical analysis (NumPy). Unfortunately, Python's performance is quite poor when compared to modern implementations of languages such as Lua and JavaScript. Why does Python lag so far behind these other languages? As we show, the very same API and extension libraries that make Python a powerful language also make it very difficult to efficiently execute. Given that we want to retain access to the great extension libraries that already exist for Python, how fast can we make it? To evaluate this, we designed and implemented Falcon, a high-performance bytecode interpreter fully compatible with the standard CPython interpreter. Falcon applies a number of well known optimizations and introduces several new techniques to speed up execution of Python bytecode. In our evaluation, we found Falcon an average of 25% faster than the standard Python interpreter on most benchmarks and in some cases about 2.5X faster.
Introducing common sense to natural language understanding systems has received increasing research attention. It remains a fundamental question on how to evaluate whether a system has a sense making capability. Existing benchmarks measures commonsense knowledge indirectly and without explanation. In this paper, we release a benchmark to directly test whether a system can differentiate natural language statements that make sense from those that do not make sense. In addition, a system is asked to identify the most crucial reason why a statement does not make sense. We evaluate models trained over large-scale language modeling tasks as well as human performance, showing that there are different challenges for system sense making.
Databases are the most critical assets for enterprises, and yet they remain largely inaccessible to people who make the most important decisions. In this paper, we describe the Tursio search platform that builds an abstraction layer, aka semantic knowledge graph, over the underlying databases to make them searchable in natural language. Tursio infuses large language models (LLMs) into every part of the query processing stack, including data modeling, query compilation, query planning, and result reasoning. This allows Tursio to process natural language queries systematically using techniques from traditional query planning and rewriting, rather than black-box memorization. We describe the architecture of Tursio in detail and present a comprehensive evaluation on production workloads, and synthetic and realistic benchmarks. Our results show that Tursio achieves high accuracy while being efficient and scalable, making databases truly searchable for non-expert users.
Calibration requires predictor outputs to be consistent with their Bayesian posteriors. For machine learning predictors that do not distinguish between small perturbations, calibration errors are continuous in predictions, e.g., smooth calibration error (Foster and Hart, 2018), Distance to Calibration (Blasiok et al., 2023a). On the contrary, decision-makers who use predictions make optimal decisions discontinuously in probabilistic space, experiencing loss from miscalibration discontinuously. Calibration errors for decision-making are thus discontinuous, e.g., Expected Calibration Error (Foster and Vohra, 1997), and Calibration Decision Loss (Hu and Wu, 2024). Thus, predictors with a low calibration error for machine learning may suffer a high calibration error for decision-making, i.e., they may not be trustworthy for decision-makers optimizing assuming their predictions are correct. It is natural to ask if post-processing a predictor with a low calibration error for machine learning is without loss to achieve a low calibration error for decision-making. In our paper, we show that post-processing an online predictor with $ε$ distance to calibration achieves $O(\sqrtε)$ ECE and CD
The term "diffusion of responsibility'' refers to situations in which multiple agents share responsibility for an outcome, obscuring individual accountability. This paper examines this frequently undesirable phenomenon in the context of collective decision-making mechanisms. The work shows that if a decision is made by two agents, then the only way to avoid diffusion of responsibility is for one agent to act as a "dictator'', making the decision unilaterally. In scenarios with more than two agents, any diffusion-free mechanism is an "elected dictatorship'' where the agents elect a single agent to make a unilateral decision. The technical results are obtained by defining a bisimulation of decision-making mechanisms, proving that bisimulation preserves responsibility-related properties, and establishing the results for a smallest bisimular mechanism.