No Arabic abstract
GAN-based neural vocoders, such as Parallel WaveGAN and MelGAN have attracted great interest due to their lightweight and parallel structures, enabling them to generate high fidelity waveform in a real-time manner. In this paper, inspired by Relativistic GAN, we introduce a novel variant of the LSGAN framework under the context of waveform synthesis, named Pointwise Relativistic LSGAN (PRLSGAN). In this approach, we take the truism score distribution into consideration and combine the original MSE loss with the proposed pointwise relative discrepancy loss to increase the difficulty of the generator to fool the discriminator, leading to improved generation quality. Moreover, PRLSGAN is a general-purposed framework that can be combined with any GAN-based neural vocoder to enhance its generation quality. Experiments have shown a consistent performance boost based on Parallel WaveGAN and MelGAN, demonstrating the effectiveness and strong generalization ability of our proposed PRLSGAN neural vocoders.
In this paper, we propose NU-GAN, a new method for resampling audio from lower to higher sampling rates (upsampling). Audio upsampling is an important problem since productionizing generative speech technology requires operating at high sampling rates. Such applications use audio at a resolution of 44.1 kHz or 48 kHz, whereas current speech synthesis methods are equipped to handle a maximum of 24 kHz resolution. NU-GAN takes a leap towards solving audio upsampling as a separate component in the text-to-speech (TTS) pipeline by leveraging techniques for audio generation using GANs. ABX preference tests indicate that our NU-GAN resampler is capable of resampling 22 kHz to 44.1 kHz audio that is distinguishable from original audio only 7.4% higher than random chance for single speaker dataset, and 10.8% higher than chance for multi-speaker dataset.
Recent studies have shown that neural vocoders based on generative adversarial network (GAN) can generate audios with high quality. While GAN based neural vocoders have shown to be computationally much more efficient than those based on autoregressive predictions, the real-time generation of the highest quality audio on CPU is still a very challenging task. One major computation of all GAN-based neural vocoders comes from the stacked upsampling layers, which were designed to match the length of the waveforms length of output and temporal resolution. Meanwhile, the computational complexity of upsampling networks is closely correlated with the numbers of samples generated for each window. To reduce the computation of upsampling layers, we propose a new GAN based neural vocoder called Basis-MelGAN where the raw audio samples are decomposed with a learned basis and their associated weights. As the prediction targets of Basis-MelGAN are the weight values associated with each learned basis instead of the raw audio samples, the upsampling layers in Basis-MelGAN can be designed with much simpler networks. Compared with other GAN based neural vocoders, the proposed Basis-MelGAN could produce comparable high-quality audio but significantly reduced computational complexity from HiFi-GAN V1s 17.74 GFLOPs to 7.95 GFLOPs.
Influenced by the field of Computer Vision, Generative Adversarial Networks (GANs) are often adopted for the audio domain using fixed-size two-dimensional spectrogram representations as the image data. However, in the (musical) audio domain, it is often desired to generate output of variable duration. This paper presents VQCPC-GAN, an adversarial framework for synthesizing variable-length audio by exploiting Vector-Quantized Contrastive Predictive Coding (VQCPC). A sequence of VQCPC tokens extracted from real audio data serves as conditional input to a GAN architecture, providing step-wise time-dependent features of the generated content. The input noise z (characteristic in adversarial architectures) remains fixed over time, ensuring temporal consistency of global features. We evaluate the proposed model by comparing a diverse set of metrics against various strong baselines. Results show that, even though the baselines score best, VQCPC-GAN achieves comparable performance even when generating variable-length audio. Numerous sound examples are provided in the accompanying website, and we release the code for reproducibility.
Recommender systems are popular tools for information retrieval tasks on a large variety of web applications and personalized products. In this work, we propose a Generative Adversarial Network based recommendation framework using a positive-unlabeled sampling strategy. Specifically, we utilize the generator to learn the continuous distribution of user-item tuples and design the discriminator to be a binary classifier that outputs the relevance score between each user and each item. Meanwhile, positive-unlabeled sampling is applied in the learning procedure of the discriminator. Theoretical bounds regarding positive-unlabeled sampling and optimalities of convergence for the discriminators and the generators are provided. We show the effectiveness and efficiency of our framework on three publicly accessible data sets with eight ranking-based evaluation metrics in comparison with thirteen popular baselines.
We introduce GNeRF, a framework to marry Generative Adversarial Networks (GAN) with Neural Radiance Field (NeRF) reconstruction for the complex scenarios with unknown and even randomly initialized camera poses. Recent NeRF-based advances have gained popularity for remarkable realistic novel view synthesis. However, most of them heavily rely on accurate camera poses estimation, while few recent methods can only optimize the unknown camera poses in roughly forward-facing scenes with relatively short camera trajectories and require rough camera poses initialization. Differently, our GNeRF only utilizes randomly initialized poses for complex outside-in scenarios. We propose a novel two-phases end-to-end framework. The first phase takes the use of GANs into the new realm for optimizing coarse camera poses and radiance fields jointly, while the second phase refines them with additional photometric loss. We overcome local minima using a hybrid and iterative optimization scheme. Extensive experiments on a variety of synthetic and natural scenes demonstrate the effectiveness of GNeRF. More impressively, our approach outperforms the baselines favorably in those scenes with repeated patterns or even low textures that are regarded as extremely challenging before.