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Jan 6

Animate-X++: Universal Character Image Animation with Dynamic Backgrounds

Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Furthermore, previous methods could only generate videos with static backgrounds, which limits the realism of the videos. For the first challenge, our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X++, a universal animation framework based on DiT for various character types, including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of DiT by simulating possible inputs in advance that may arise during inference. For the second challenge, we introduce a multi-task training strategy that jointly trains the animation and TI2V tasks. Combined with the proposed partial parameter training, this approach achieves not only character animation but also text-driven background dynamics, making the videos more realistic. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A2Bench) to evaluate the performance of Animate-X++ on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X++.

  • 7 authors
·
Aug 12, 2025

PaCA: Partial Connection Adaptation for Efficient Fine-Tuning

Prior parameter-efficient fine-tuning (PEFT) algorithms reduce memory usage and computational costs of fine-tuning large neural network models by training only a few additional adapter parameters, rather than the entire model. However, the reduction in computational costs due to PEFT does not necessarily translate to a reduction in training time; although the computational costs of the adapter layers are much smaller than the pretrained layers, it is well known that those two types of layers are processed sequentially on GPUs, resulting in significant latency overhead. LoRA and its variants merge low-rank adapter matrices with pretrained weights during inference to avoid latency overhead, but during training, the pretrained weights remain frozen while the adapter matrices are continuously updated, preventing such merging. To mitigate this issue, we propose Partial Connection Adaptation (PaCA), which fine-tunes randomly selected partial connections within the pretrained weights instead of introducing adapter layers in the model. PaCA not only enhances training speed by eliminating the time overhead due to the sequential processing of the adapter and pretrained layers but also reduces activation memory since only partial activations, rather than full activations, need to be stored for gradient computation. Compared to LoRA, PaCA reduces training time by 22% and total memory usage by 16%, while maintaining comparable accuracy across various fine-tuning scenarios, such as fine-tuning on the MMLU dataset and instruction tuning on the Oasst1 dataset. PaCA can also be combined with quantization, enabling the fine-tuning of large models such as LLaMA3.1-70B. In addition, PaCA enables training with 23% longer sequence and improves throughput by 16% on both NVIDIA A100 GPU and INTEL Gaudi2 HPU compared to LoRA. The code is available at https://github.com/WooSunghyeon/paca.

  • 6 authors
·
Feb 28, 2025

SkipPipe: Partial and Reordered Pipelining Framework for Training LLMs in Heterogeneous Networks

Data and pipeline parallelism are ubiquitous for training of Large Language Models (LLM) on distributed nodes. Driven by the need for cost-effective training, recent work explores efficient communication arrangement for end to end training. Motivated by LLM's resistance to layer skipping and layer reordering, in this paper, we explore stage (several consecutive layers) skipping in pipeline training, and challenge the conventional practice of sequential pipeline execution. We derive convergence and throughput constraints (guidelines) for pipelining with skipping and swapping pipeline stages. Based on these constraints, we propose SkipPipe, the first partial pipeline framework to reduce the end-to-end training time for LLMs while preserving the convergence. The core of SkipPipe is a path scheduling algorithm that optimizes the paths for individual microbatches and reduces idle time (due to microbatch collisions) on the distributed nodes, complying with the given stage skipping ratio. We extensively evaluate SkipPipe on LLaMa models from 500M to 8B parameters on up to 20 nodes. Our results show that SkipPipe reduces training iteration time by up to 55% compared to full pipeline. Our partial pipeline training also improves resistance to layer omission during inference, experiencing a drop in perplexity of only 7% when running only half the model. Our code is available at https://github.com/gensyn-ai/skippipe.

Gensyn Gensyn
·
Feb 27, 2025