Bryan Catanzaro
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Bryan Catanzaro has a total of 23 co-authors. Here are the top co-authors by number of shared publications:
Andrew Tao
2 shared publications- Aysegul Dundar
Bilkent University
2 shared publications - Rajarshi Roy
NVIDIA, Santa Clara, CA, United States
2 shared publications - Saad Godil
Hippocratic AI, Palo Alto, CA, United States
2 shared publications - Aidan Swope
Harmonic, Santa Clara, CA, United States
1 shared publication Anand Bhattad
University of Illinois at Urbana-Champaign
1 shared publication
Latest Publications
- Open Access
- 23 June 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-6
CircuitVAE: Efficient and Scalable Latent Circuit Optimization
Automatically designing fast and space-efficient digital circuits is challenging because circuits are discrete, must exactly implement the desired logic, and are costly to simulate. We address these challenges with CircuitVAE, a search algorithm that embeds computation graphs in a continuous space and optimizes a learned surrogate of physical simulation by gradient descent. By carefully controlling overfitting of the simulation surrogate and ensuring diverse exploration, our algorithm is highly sample-efficient, yet gracefully scales to large problem instances and high sample budgets. We test CircuitVAE by designing binary adders across a large range of sizes, IO timing constraints, and sample budgets. Our method excels at designing large circuits, where other algorithms struggle: compared to reinforcement learning and genetic algorithms, CircuitVAE typically finds 64-bit adders which are smaller and faster using less than half the sample budget. We also find CircuitVAE can design state-of-the-art adders in a real-world chip, demonstrating that our method can outperform commercial tools in a realistic setting.
- 23 June 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-6
Open AccessCircuitVAE: Efficient and Scalable Latent Circuit Optimization
Automatically designing fast and space-efficient digital circuits is challenging because circuits are discrete, must exactly implement the desired logic, and are costly to simulate. We address these challenges with CircuitVAE, a search algorithm that embeds computation graphs in a continuous space and optimizes a learned surrogate of physical simulation by gradient descent. By carefully controlling overfitting of the simulation surrogate and ensuring diverse exploration, our algorithm is highly sample-efficient, yet gracefully scales to large problem instances and high sample budgets. We test CircuitVAE by designing binary adders across a large range of sizes, IO timing constraints, and sample budgets. Our method excels at designing large circuits, where other algorithms struggle: compared to reinforcement learning and genetic algorithms, CircuitVAE typically finds 64-bit adders which are smaller and faster using less than half the sample budget. We also find CircuitVAE can design state-of-the-art adders in a real-world chip, demonstrating that our method can outperform commercial tools in a realistic setting.
- Open Access
Generative Modeling for Low Dimensional Speech Attributes with Neural Spline Flows
Despite recent advances in generative modeling for text-to-speech synthesis, these models do not yet have the same fine-grained adjustability of pitch-conditioned deterministic models such as FastPitch and FastSpeech2. Pitch information is not only low-dimensional, but also discontinuous, making it particularly difficult to model in a generative setting. Our work explores several techniques for handling the aforementioned issues in the context of Normalizing Flow models. We also find this problem to be very well suited for Neural Spline flows, which is a highly expressive alternative to the more common affine-coupling mechanism in Normalizing Flows.
Open AccessGenerative Modeling for Low Dimensional Speech Attributes with Neural Spline Flows
Despite recent advances in generative modeling for text-to-speech synthesis, these models do not yet have the same fine-grained adjustability of pitch-conditioned deterministic models such as FastPitch and FastSpeech2. Pitch information is not only low-dimensional, but also discontinuous, making it particularly difficult to model in a generative setting. Our work explores several techniques for handling the aforementioned issues in the context of Normalizing Flow models. We also find this problem to be very well suited for Neural Spline flows, which is a highly expressive alternative to the more common affine-coupling mechanism in Normalizing Flows.
- Open Access
Fine Detailed Texture Learning for 3D Meshes with Generative Models
This paper presents a method to reconstruct high-quality textured 3D models from both multi-view and single-view images. The reconstruction is posed as an adaptation problem and is done progressively where in the first stage, we focus on learning accurate geometry, whereas in the second stage, we focus on learning the texture with a generative adversarial network. In the generative learning pipeline, we propose two improvements. First, since the learned textures should be spatially aligned, we propose an attention mechanism that relies on the learnable positions of pixels. Secondly, since discriminator receives aligned texture maps, we augment its input with a learnable embedding which improves the feedback to the generator. We achieve significant improvements on multi-view sequences from Tripod dataset as well as on single-view image datasets, Pascal 3D+ and CUB. We demonstrate that our method achieves superior 3D textured models compared to the previous works. Please visit our web-page for 3D visuals.
Open AccessFine Detailed Texture Learning for 3D Meshes with Generative Models
This paper presents a method to reconstruct high-quality textured 3D models from both multi-view and single-view images. The reconstruction is posed as an adaptation problem and is done progressively where in the first stage, we focus on learning accurate geometry, whereas in the second stage, we focus on learning the texture with a generative adversarial network. In the generative learning pipeline, we propose two improvements. First, since the learned textures should be spatially aligned, we propose an attention mechanism that relies on the learnable positions of pixels. Secondly, since discriminator receives aligned texture maps, we augment its input with a learnable embedding which improves the feedback to the generator. We achieve significant improvements on multi-view sequences from Tripod dataset as well as on single-view image datasets, Pascal 3D+ and CUB. We demonstrate that our method achieves superior 3D textured models compared to the previous works. Please visit our web-page for 3D visuals.
- Open Access
Multi-Stage Prompting for Knowledgeable Dialogue Generation
Existing knowledge-grounded dialogue systems typically use finetuned versions of a pretrained language model (LM) and large-scale knowledge bases. These models typically fail to generalize on topics outside of the knowledge base, and require maintaining separate potentially large checkpoints each time finetuning is needed. In this paper, we aim to address these limitations by leveraging the inherent knowledge stored in the pretrained LM as well as its powerful generation ability. We propose a multi-stage prompting approach to generate knowledgeable responses from a single pretrained LM. We first prompt the LM to generate knowledge based on the dialogue context. Then, we further prompt it to generate responses based on the dialogue context and the previously generated knowledge. Results show that our knowledge generator outperforms the state-of-the-art retrieval-based model by 5.8% when combining knowledge relevance and correctness. In addition, our multi-stage prompting outperforms the finetuning-based dialogue model in terms of response knowledgeability and engagement by up to 10% and 5%, respectively. Furthermore, we scale our model up to 530 billion parameters and show that larger LMs improve the generation correctness score by up to 10%, and response relevance, knowledgeability and engagement by up to 10%. Our code is available at: https://github.com/NVIDIA/Megatron-LM.
Open AccessMulti-Stage Prompting for Knowledgeable Dialogue Generation
Existing knowledge-grounded dialogue systems typically use finetuned versions of a pretrained language model (LM) and large-scale knowledge bases. These models typically fail to generalize on topics outside of the knowledge base, and require maintaining separate potentially large checkpoints each time finetuning is needed. In this paper, we aim to address these limitations by leveraging the inherent knowledge stored in the pretrained LM as well as its powerful generation ability. We propose a multi-stage prompting approach to generate knowledgeable responses from a single pretrained LM. We first prompt the LM to generate knowledge based on the dialogue context. Then, we further prompt it to generate responses based on the dialogue context and the previously generated knowledge. Results show that our knowledge generator outperforms the state-of-the-art retrieval-based model by 5.8% when combining knowledge relevance and correctness. In addition, our multi-stage prompting outperforms the finetuning-based dialogue model in terms of response knowledgeability and engagement by up to 10% and 5%, respectively. Furthermore, we scale our model up to 530 billion parameters and show that larger LMs improve the generation correctness score by up to 10%, and response relevance, knowledgeability and engagement by up to 10%. Our code is available at: https://github.com/NVIDIA/Megatron-LM.
- Open Access
Guiding Global Placement With Reinforcement Learning
Recent advances in GPU accelerated global and detail placement have reduced the time to solution by an order of magnitude. This advancement allows us to leverage data driven optimization (such as Reinforcement Learning) in an effort to improve the final quality of placement results. In this work we augment state-of-the-art, force-based global placement solvers with a reinforcement learning agent trained to improve the final detail placed Half Perimeter Wire Length (HPWL). We propose novel control schemes with either global or localized control of the placement process. We then train reinforcement learning agents to use these controls to guide placement to improved solutions. In both cases, the augmented optimizer finds improved placement solutions. Our trained agents achieve an average 1% improvement in final detail place HPWL across a range of academic benchmarks and more than 1% in global place HPWL on real industry designs.
Open AccessGuiding Global Placement With Reinforcement Learning
Recent advances in GPU accelerated global and detail placement have reduced the time to solution by an order of magnitude. This advancement allows us to leverage data driven optimization (such as Reinforcement Learning) in an effort to improve the final quality of placement results. In this work we augment state-of-the-art, force-based global placement solvers with a reinforcement learning agent trained to improve the final detail placed Half Perimeter Wire Length (HPWL). We propose novel control schemes with either global or localized control of the placement process. We then train reinforcement learning agents to use these controls to guide placement to improved solutions. In both cases, the augmented optimizer finds improved placement solutions. Our trained agents achieve an average 1% improvement in final detail place HPWL across a range of academic benchmarks and more than 1% in global place HPWL on real industry designs.
- Open Access
- 1 June 2021
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 6077-6086
View Generalization for Single Image Textured 3D Models
Humans can easily infer the underlying 3D geometry and texture of an object only from a single 2D image. Current computer vision methods can do this, too, but suffer from view generalization problems – the models inferred tend to make poor predictions of appearance in novel views. As for generalization problems in machine learning, the difficulty is balancing single-view accuracy (cf. training error; bias) with novel view accuracy (cf. test error; variance). We describe a class of models whose geometric rigidity is easily controlled to manage this tradeoff. We describe a cycle consistency loss that improves view generalization (roughly, a model from a generated view should predict the original view well). View generalization of textures requires that models share texture information, so a car seen from the back still has headlights because other cars have headlights. We describe a cycle consistency loss that encourages model textures to be aligned, so as to encourage sharing. We compare our method against the state-of-the-art method and show both qualitative and quantitative improvements.
- 1 June 2021
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 6077-6086
Open AccessView Generalization for Single Image Textured 3D Models
Humans can easily infer the underlying 3D geometry and texture of an object only from a single 2D image. Current computer vision methods can do this, too, but suffer from view generalization problems – the models inferred tend to make poor predictions of appearance in novel views. As for generalization problems in machine learning, the difficulty is balancing single-view accuracy (cf. training error; bias) with novel view accuracy (cf. test error; variance). We describe a class of models whose geometric rigidity is easily controlled to manage this tradeoff. We describe a cycle consistency loss that improves view generalization (roughly, a model from a generated view should predict the original view well). View generalization of textures requires that models share texture information, so a car seen from the back still has headlights because other cars have headlights. We describe a cycle consistency loss that encourages model textures to be aligned, so as to encourage sharing. We compare our method against the state-of-the-art method and show both qualitative and quantitative improvements.