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Yuki Mitsufuji

Publications and source records attributed to Yuki Mitsufuji.

At least 91 records · Page 5Linked to original sources

FoleyBench: A Benchmark For Video-to-Audio Models

Video-to-audio generation (V2A) is of increasing importance in domains such as film post-production, AR/VR, and sound design, particularly for the creation of Foley sound effects synchronized with on-screen actions. Foley requires generating audio that is both semantically aligned with visible events and temporally aligned with their timing. Yet, there is a mismatch between evaluation and downstream applications due to the absence of a benchmark tailored to Foley-style scenarios. We find that 74% of videos from past evaluation datasets have poor audio-visual correspondence. Moreover, they are dominated by speech and music, domains that lie outside the use case for Foley. To address this gap, we introduce FoleyBench, the first large-scale benchmark explicitly designed for Foley-style V2A evaluation. FoleyBench contains 5,000 (video, ground-truth audio, text caption) triplets, each featuring visible sound sources with audio causally tied to on-screen events. The dataset is built using an automated, scalable pipeline applied to in-the-wild internet videos from YouTube-based and Vimeo-based sources. Compared to past datasets, we show that videos from FoleyBench have stronger coverage of sound categories from a taxonomy specifically designed for Foley sound. Each clip is further labeled with metadata capturing source complexity, UCS/AudioSet category, and video length, enabling fine-grained analysis of model performance and failure modes. We benchmark several state-of-the-art V2A models, evaluating them on audio quality, audio-video alignment, temporal synchronization, and audio-text consistency. Samples are available at: https://gclef-cmu.org/foleybench

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MeanFlow Transformers with Representation Autoencoders

MeanFlow (MF) is a diffusion-motivated generative model that enables efficient few-step generation by learning long jumps directly from noise to data. In practice, it is often used as a latent MF by leveraging the pre-trained Stable Diffusion variational autoencoder (SD-VAE) for high-dimensional data modeling. However, MF training remains computationally demanding and is often unstable. During inference, the SD-VAE decoder dominates the generation cost, and MF depends on complex guidance hyperparameters for class-conditional generation. In this work, we develop an efficient training and sampling scheme for MF in the latent space of a Representation Autoencoder (RAE), where a pre-trained vision encoder (e.g., DINO) provides semantically rich latents paired with a lightweight decoder. We observe that naive MF training in the RAE latent space suffers from severe gradient explosion. To stabilize and accelerate training, we adopt Consistency Mid-Training for trajectory-aware initialization and use a two-stage scheme: distillation from a pre-trained flow matching teacher to speed convergence and reduce variance, followed by an optional bootstrapping stage with a one-point velocity estimator to further reduce deviation from the oracle mean flow. This design removes the need for guidance, simplifies training configurations, and reduces computation in both training and sampling. Empirically, our method achieves a 1-step FID of 2.03, outperforming vanilla MF's 3.43, while reducing sampling GFLOPS by 38% and total training cost by 83% on ImageNet 256. We further scale our approach to ImageNet 512, achieving a competitive 1-step FID of 3.23 with the lowest GFLOPS among all baselines. Code is available at https://github.com/sony/mf-rae.

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Automatic Music Mixing using a Generative Model of Effect Embeddings

Music mixing involves combining individual tracks into a cohesive mixture, a task characterized by subjectivity where multiple valid solutions exist for the same input. Existing automatic mixing systems treat this task as a deterministic regression problem, thus ignoring this multiplicity of solutions. Here we introduce MEGAMI (Multitrack Embedding Generative Auto MIxing), a generative framework that models the conditional distribution of professional mixes given unprocessed tracks. MEGAMI uses a track-agnostic effects processor conditioned on per-track generated embeddings, handles arbitrary unlabeled tracks through a permutation-equivariant architecture, and enables training on both dry and wet recordings via domain adaptation. Our objective evaluation using distributional metrics shows consistent improvements over existing methods, while listening tests indicate performances approaching human-level quality across diverse musical genres.

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Twenty-Five Years of MIR Research: Achievements, Practices, Evaluations, and Future Challenges

In this paper, we trace the evolution of Music Information Retrieval (MIR) over the past 25 years. While MIR gathers all kinds of research related to music informatics, a large part of it focuses on signal processing techniques for music data, fostering a close relationship with the IEEE Audio and Acoustic Signal Processing Technical Commitee. In this paper, we reflect the main research achievements of MIR along the three EDICS related to music analysis, processing and generation. We then review a set of successful practices that fuel the rapid development of MIR research. One practice is the annual research benchmark, the Music Information Retrieval Evaluation eXchange, where participants compete on a set of research tasks. Another practice is the pursuit of reproducible and open research. The active engagement with industry research and products is another key factor for achieving large societal impacts and motivating younger generations of students to join the field. Last but not the least, the commitment to diversity, equity and inclusion ensures MIR to be a vibrant and open community where various ideas, methodologies, and career pathways collide. We finish by providing future challenges MIR will have to face.

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Music Arena: Live Evaluation for Text-to-Music

We present Music Arena, an open platform for scalable human preference evaluation of text-to-music (TTM) models. Soliciting human preferences via listening studies is the gold standard for evaluation in TTM, but these studies are expensive to conduct and difficult to compare, as study protocols may differ across systems. Moreover, human preferences might help researchers align their TTM systems or improve automatic evaluation metrics, but an open and renewable source of preferences does not currently exist. We aim to fill these gaps by offering *live* evaluation for TTM. In Music Arena, real-world users input text prompts of their choosing and compare outputs from two TTM systems, and their preferences are used to compile a leaderboard. While Music Arena follows recent evaluation trends in other AI domains, we also design it with key features tailored to music: an LLM-based routing system to navigate the heterogeneous type signatures of TTM systems, and the collection of *detailed* preferences including listening data and natural language feedback. We also propose a rolling data release policy with user privacy guarantees, providing a renewable source of preference data and increasing platform transparency. Through its standardized evaluation protocol, transparent data access policies, and music-specific features, Music Arena not only addresses key challenges in the TTM ecosystem but also demonstrates how live evaluation can be thoughtfully adapted to unique characteristics of specific AI domains. Music Arena is available at: https://music-arena.org . Preference data is available at: https://huggingface.co/music-arena .

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D$^2$USt3R: Enhancing 3D Reconstruction for Dynamic Scenes

In this work, we address the task of 3D reconstruction in dynamic scenes, where object motions frequently degrade the quality of previous 3D pointmap regression methods, such as DUSt3R, that are originally designed for static 3D scene reconstruction. Although these methods provide an elegant and powerful solution in static settings, they struggle in the presence of dynamic motions that disrupt alignment based solely on camera poses. To overcome this, we propose $D^2USt3R$ that directly regresses Static-Dynamic Aligned Pointmaps (SDAP) that simultaneiously capture both static and dynamic 3D scene geometry. By explicitly incorporating both spatial and temporal aspects, our approach successfully encapsulates 3D dense correspondence to the proposed pointmaps, enhancing downstream tasks. Extensive experimental evaluations demonstrate that our proposed approach consistently achieves superior 3D reconstruction performance across various datasets featuring complex motions.

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'Studies for': A Human-AI Co-Creative Sound Artwork Using a Real-time Multi-channel Sound Generation Model

This paper explores the integration of AI technologies into the artistic workflow through the creation of Studies for, a generative sound installation developed in collaboration with sound artist Evala (https://www.ntticc.or.jp/en/archive/works/studies-for/). The installation employs SpecMaskGIT, a lightweight yet high-quality sound generation AI model, to generate and playback eight-channel sound in real-time, creating an immersive auditory experience over the course of a three-month exhibition. The work is grounded in the concept of a "new form of archive," which aims to preserve the artistic style of an artist while expanding beyond artists' past artworks by continued generation of new sound elements. This speculative approach to archival preservation is facilitated by training the AI model on a dataset consisting of over 200 hours of Evala's past sound artworks. By addressing key requirements in the co-creation of art using AI, this study highlights the value of the following aspects: (1) the necessity of integrating artist feedback, (2) datasets derived from an artist's past works, and (3) ensuring the inclusion of unexpected, novel outputs. In Studies for, the model was designed to reflect the artist's artistic identity while generating new, previously unheard sounds, making it a fitting realization of the concept of "a new form of archive." We propose a Human-AI co-creation framework for effectively incorporating sound generation AI models into the sound art creation process and suggest new possibilities for creating and archiving sound art that extend an artist's work beyond their physical existence. Demo page: https://sony.github.io/studies-for/

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Automatic Music Sample Identification with Multi-Track Contrastive Learning

Sampling, the technique of reusing pieces of existing audio tracks to create new music content, is a very common practice in modern music production. In this paper, we tackle the challenging task of automatic sample identification, that is, detecting such sampled content and retrieving the material from which it originates. To do so, we adopt a self-supervised learning approach that leverages a multi-track dataset to create positive pairs of artificial mixes, and design a novel contrastive learning objective. We show that such method significantly outperforms previous state-of-the-art baselines, that is robust to various genres, and that scales well when increasing the number of noise songs in the reference database. In addition, we extensively analyze the contribution of the different components of our training pipeline and highlight, in particular, the need for high-quality separated stems for this task.

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Improving Inference-Time Optimisation for Vocal Effects Style Transfer with a Gaussian Prior

Style Transfer with Inference-Time Optimisation (ST-ITO) is a recent approach for transferring the applied effects of a reference audio to an audio track. It optimises the effect parameters to minimise the distance between the style embeddings of the processed audio and the reference. However, this method treats all possible configurations equally and relies solely on the embedding space, which can result in unrealistic configurations or biased outcomes. We address this pitfall by introducing a Gaussian prior derived from the DiffVox vocal preset dataset over the parameter space. The resulting optimisation is equivalent to maximum-a-posteriori estimation. Evaluations on vocal effects transfer on the MedleyDB dataset show significant improvements across metrics compared to baselines, including a blind audio effects estimator, nearest-neighbour approaches, and uncalibrated ST-ITO. The proposed calibration reduces the parameter mean squared error by up to 33% and more closely matches the reference style. Subjective evaluations with 16 participants confirm the superiority of our method in limited data regimes. This work demonstrates how incorporating prior knowledge at inference time enhances audio effects transfer, paving the way for more effective and realistic audio processing systems.

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Towards Blind Data Cleaning: A Case Study in Music Source Separation

The performance of deep learning models for music source separation heavily depends on training data quality. However, datasets are often corrupted by difficult-to-detect artifacts such as audio bleeding and label noise. Since the type and extent of contamination are typically unknown, cleaning methods targeting specific corruptions are often impractical. This paper proposes and evaluates two distinct, noise-agnostic data cleaning methods to address this challenge. The first approach uses data attribution via unlearning to identify and filter out training samples that contribute the least to producing clean outputs. The second leverages the Fréchet Audio Distance to measure and remove samples that are perceptually dissimilar to a small and trusted clean reference set. On a dataset contaminated with a simulated distribution of real-world noise, our unlearning-based methods produced a cleaned dataset and a corresponding model that outperforms both the original contaminated data and the small clean reference set used for cleaning. This result closes approximately 66.7\% of the performance gap between the contaminated baseline and a model trained on the same dataset without any contamination. Unlike methods tailored for specific artifacts, our noise-agnostic approaches offer a more generic and broadly applicable solution for curating high-quality training data.

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TalkCuts: A Large-Scale Dataset for Multi-Shot Human Speech Video Generation

In this work, we present TalkCuts, a large-scale dataset designed to facilitate the study of multi-shot human speech video generation. Unlike existing datasets that focus on single-shot, static viewpoints, TalkCuts offers 164k clips totaling over 500 hours of high-quality human speech videos with diverse camera shots, including close-up, half-body, and full-body views. The dataset includes detailed textual descriptions, 2D keypoints and 3D SMPL-X motion annotations, covering over 10k identities, enabling multimodal learning and evaluation. As a first attempt to showcase the value of the dataset, we present Orator, an LLM-guided multi-modal generation framework as a simple baseline, where the language model functions as a multi-faceted director, orchestrating detailed specifications for camera transitions, speaker gesticulations, and vocal modulation. This architecture enables the synthesis of coherent long-form videos through our integrated multi-modal video generation module. Extensive experiments in both pose-guided and audio-driven settings show that training on TalkCuts significantly enhances the cinematographic coherence and visual appeal of generated multi-shot speech videos. We believe TalkCuts provides a strong foundation for future work in controllable, multi-shot speech video generation and broader multimodal learning.

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MSRBench: A Benchmarking Dataset for Music Source Restoration

Music Source Restoration (MSR) extends source separation to realistic settings where signals undergo production effects (equalization, compression, reverb) and real-world degradations, with the goal of recovering the original unprocessed sources. Existing benchmarks cannot measure restoration fidelity: synthetic datasets use unprocessed stems but unrealistic mixtures, while real production datasets provide only already-processed stems without clean references. We present MSRBench, the first benchmark explicitly designed for MSR evaluation. MSRBench contains raw stem-mixture pairs across eight instrument classes, where mixtures are produced by professional mixing engineers. These raw-processed pairs enable direct evaluation of both separation accuracy and restoration fidelity. Beyond controlled studio conditions, the mixtures are augmented with twelve real-world degradations spanning analog artifacts, acoustic environments, and lossy codecs. Baseline experiments with U-Net and BSRNN achieve SI-SNR of -37.8 dB and -23.4 dB respectively, with perceptual quality (FAD CLAP) around 0.7-0.8, demonstrating substantial room for improvement and the need for restoration-specific architectures.

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Attribution-by-design: Ensuring Inference-Time Provenance in Generative Music Systems

The rise of AI-generated music is diluting royalty pools and revealing structural flaws in existing remuneration frameworks, challenging the well-established artist compensation systems in the music industry. Existing compensation solutions, such as piecemeal licensing agreements, lack scalability and technical rigour, while current data attribution mechanisms provide only uncertain estimates and are rarely implemented in practice. This paper introduces a framework for a generative music infrastructure centred on direct attribution, transparent royalty distribution, and granular control for artists and rights' holders. We distinguish ontologically between the training set and the inference set, which allows us to propose two complementary forms of attribution: training-time attribution and inference-time attribution. We here favour inference-time attribution, as it enables direct, verifiable compensation whenever an artist's catalogue is used to condition a generated output. Besides, users benefit from the ability to condition generations on specific songs and receive transparent information about attribution and permitted usage. Our approach offers an ethical and practical solution to the pressing need for robust compensation mechanisms in the era of AI-generated music, ensuring that provenance and fairness are embedded at the core of generative systems.

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Large-Scale Training Data Attribution for Music Generative Models via Unlearning

This paper explores the use of unlearning methods for training data attribution (TDA) in music generative models trained on large-scale datasets. TDA aims to identify which specific training data points contributed the most to the generation of a particular output from a specific model. This is crucial in the context of AI-generated music, where proper recognition and credit for original artists are generally overlooked. By enabling white-box attribution, our work supports a fairer system for acknowledging artistic contributions and addresses pressing concerns related to AI ethics and copyright. We apply unlearning-based attribution to a text-to-music diffusion model trained on a large-scale dataset and investigate its feasibility and behavior in this setting. To validate the method, we perform a grid search over different hyperparameter configurations and quantitatively evaluate the consistency of the unlearning approach. We then compare attribution patterns from unlearning with non-counterfactual approaches. Our findings suggest that unlearning-based approaches can be effectively adapted to music generative models, introducing large-scale TDA to this domain and paving the way for more ethical and accountable AI systems for music creation.

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StereoSync: Spatially-Aware Stereo Audio Generation from Video

Although audio generation has been widely studied over recent years, video-aligned audio generation still remains a relatively unexplored frontier. To address this gap, we introduce StereoSync, a novel and efficient model designed to generate audio that is both temporally synchronized with a reference video and spatially aligned with its visual context. Moreover, StereoSync also achieves efficiency by leveraging pretrained foundation models, reducing the need for extensive training while maintaining high-quality synthesis. Unlike existing methods that primarily focus on temporal synchronization, StereoSync introduces a significant advancement by incorporating spatial awareness into video-aligned audio generation. Indeed, given an input video, our approach extracts spatial cues from depth maps and bounding boxes, using them as cross-attention conditioning in a diffusion-based audio generation model. Such an approach allows StereoSync to go beyond simple synchronization, producing stereo audio that dynamically adapts to the spatial structure and movement of a video scene. We evaluate StereoSync on Walking The Maps, a curated dataset comprising videos from video games that feature animated characters walking through diverse environments. Experimental results demonstrate the ability of StereoSync to achieve both temporal and spatial alignment, advancing the state of the art in video-to-audio generation and resulting in a significantly more immersive and realistic audio experience.

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SONA: Learning Conditional, Unconditional, and Mismatching-Aware Discriminator

Deep generative models have made significant advances in generating complex content, yet conditional generation remains a fundamental challenge. Existing conditional generative adversarial networks often struggle to balance the dual objectives of assessing authenticity and conditional alignment of input samples within their conditional discriminators. To address this, we propose a novel discriminator design that integrates three key capabilities: unconditional discrimination, matching-aware supervision to enhance alignment sensitivity, and adaptive weighting to dynamically balance all objectives. Specifically, we introduce Sum of Naturalness and Alignment (SONA), which employs separate projections for naturalness (authenticity) and alignment in the final layer with an inductive bias, supported by dedicated objective functions and an adaptive weighting mechanism. Extensive experiments on class-conditional generation tasks show that \ours achieves superior sample quality and conditional alignment compared to state-of-the-art methods. Furthermore, we demonstrate its effectiveness in text-to-image generation, confirming the versatility and robustness of our approach.

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SoundReactor: Frame-level Online Video-to-Audio Generation

Prevailing Video-to-Audio (V2A) generation models operate offline, assuming an entire video sequence or chunks of frames are available beforehand. This critically limits their use in interactive applications such as live content creation and emerging generative world models. To address this gap, we introduce the novel task of frame-level online V2A generation, where a model autoregressively generates audio from video without access to future video frames. Furthermore, we propose SoundReactor, which, to the best of our knowledge, is the first simple yet effective framework explicitly tailored for this task. Our design enforces end-to-end causality and targets low per-frame latency with audio-visual synchronization. Our model's backbone is a decoder-only causal transformer over continuous audio latents. For vision conditioning, it leverages grid (patch) features extracted from the smallest variant of the DINOv2 vision encoder, which are aggregated into a single token per frame to maintain end-to-end causality and efficiency. The model is trained through a diffusion pre-training followed by consistency fine-tuning to accelerate the diffusion head decoding. On a benchmark of diverse gameplay videos from AAA titles, our model successfully generates semantically and temporally aligned, high-quality full-band stereo audio, validated by both objective and human evaluations. Furthermore, our model achieves low per-frame waveform-level latency (26.3ms with the head NFE=1, 31.5ms with NFE=4) on 30FPS, 480p videos using a single H100. Demo samples are available at https://koichi-saito-sony.github.io/soundreactor/.

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DeepResonance: Enhancing Multimodal Music Understanding via Music-centric Multi-way Instruction Tuning

Recent advancements in music large language models (LLMs) have significantly improved music understanding tasks, which involve the model's ability to analyze and interpret various musical elements. These improvements primarily focused on integrating both music and text inputs. However, the potential of incorporating additional modalities such as images, videos and textual music features to enhance music understanding remains unexplored. To bridge this gap, we propose DeepResonance, a multimodal music understanding LLM fine-tuned via multi-way instruction tuning with multi-way aligned music, text, image, and video data. To this end, we construct Music4way-MI2T, Music4way-MV2T, and Music4way-Any2T, three 4-way training and evaluation datasets designed to enable DeepResonance to integrate both visual and textual music feature content. We also introduce multi-sampled ImageBind embeddings and a pre-LLM fusion Transformer to enhance modality fusion prior to input into text LLMs, tailoring for multi-way instruction tuning. Our model achieves state-of-the-art performances across six music understanding tasks, highlighting the benefits of the auxiliary modalities and the structural superiority of DeepResonance. We open-source the codes, models and datasets we constructed: github.com/sony/DeepResonance.

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