├── LICENSE ├── README.md ├── 人像生成相关 ├── InstantID.md ├── PhotoMaker.md ├── PuLID.md └── images │ ├── InstantID.png │ ├── PhotoMaker.png │ └── PuLID.png ├── 可控性相关 ├── ACE++.md ├── ACE.md ├── BrushNet.md ├── Controlnet.md ├── IC-Light.md └── images │ ├── ACE++介绍.png │ ├── ACE++框架.png │ ├── ACE架构.png │ ├── ACE概览.png │ ├── BrushNet.png │ ├── IC-Light.png │ ├── controlnet结构图.png │ └── 零卷积.png └── 风格迁移相关 ├── IP-Adapter.md └── images └── IP-Adapter模型架构图.png /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # AIGC-AlgoNotes 2 | AIGC算法工程师面试八股文 3 | -------------------------------------------------------------------------------- /人像生成相关/InstantID.md: -------------------------------------------------------------------------------- 1 | ## 目录 2 | 3 | - [1.InstantID原理是什么?](#1.InstantID原理是什么?) 4 | - [2.IdentityNet的作用](#2.IdentityNet的作用) 5 | - [原论文链接](https://arxiv.org/pdf/2401.07519) 6 | 7 | 8 |

1.PuLID原理是什么?

9 | 10 | ![](./images/InstantID.png) 11 | 12 | InstantID 通过轻量级的模块设计,实现了高效、无微调的身份保持图像生成。 13 | 14 | 1. **ID 嵌入**: 15 | - 使用预训练的人脸编码器(如 antelopev21)从参考人脸图像中提取强语义特征(如身份、性别、年龄),这些嵌入作为生成过程的核心条件。 16 | 2. **模块化架构**: 17 | - **Image Adapter**:一个轻量级模块,通过**解耦的交叉注意力机制**支持图像作为条件输入,与文本条件并行工作。 18 | - **IdentityNet**:用于捕获复杂的面部特征,结合 5 个关键点(眼睛、鼻子、嘴巴)实现弱空间控制,专注于身份保持而非冗余细节。 19 | 3. **与扩散模型的整合**: 20 | - 以 Stable Diffusion 为基础,冻结其预训练权重,仅优化新增模块,确保与社区模型的兼容性。 21 | - 在扩散过程中通过 ID 嵌入和轻量级模块引导生成,避免了微调过程。 22 | 23 |

2.IdentityNet的作用

24 | 25 | - **高保真度的身份保持**:通过整合面部嵌入(ID Embedding)和空间控制信息,IdentityNet在生成图像时确保面部特征的细节(如五官、表情)能够与参考图像高度一致。 26 | - **弱空间控制**:引入了面部关键点(如眼睛、鼻子和嘴巴的位置信息)作为空间约束条件,避免了过强的限制对编辑灵活性造成影响,同时减少了图像生成中面部自由度过大的问题。 -------------------------------------------------------------------------------- /人像生成相关/PhotoMaker.md: -------------------------------------------------------------------------------- 1 | ## 目录 2 | 3 | - [1.PhotoMaker原理是什么?](#1.PhotoMaker原理是什么?) 4 | - [2.损失如何计算?](#2.损失如何计算?) 5 | - [原论文链接](https://arxiv.org/pdf/2312.04461) 6 | 7 |

1.PhotoMaker原理是什么?

8 | 9 | ![](./images/PhotoMaker.png) 10 | 11 | PhotoMaker 的核心在于使用堆叠 ID 嵌入和文本嵌入共同驱动扩散模型的生成过程,从而达到高保真度和灵活性。 12 | 13 | 1. **堆叠 ID 嵌入 (Stacked ID Embedding)**: 14 | - 将多个输入 ID 图像的特征嵌入进行堆叠,形成统一的 ID 表征。 15 | - 每个子嵌入对应一个输入图像,保留了丰富的身份特征。 16 | - 通过模型内的交叉注意力机制,自适应融合 ID 嵌入和文本提示。 17 | 2. **训练数据构建**: 18 | - PhotoMaker 使用一个由多样化 ID 图像组成的数据集训练。 19 | - 数据集中每个 ID 包含多视角、多表情、多场景的图像,增强模型泛化能力。 20 | 3. **生成过程**: 21 | - 将堆叠 ID 嵌入注入到扩散模型的交叉注意力层。 22 | - 替换文本嵌入中的类别词(如 “man” 或 “woman”)为堆叠 ID 嵌入,确保生成图像与目标 ID 一致。 23 | 24 |

2.损失如何计算?

25 | 26 | 1. **ID 保真损失**: 27 | - 使用基于人脸识别模型(如 ArcFace)的 ID 相似性度量,确保生成的图像与输入 ID 的嵌入一致。 28 | 2. **文本一致性损失**: 29 | - 采用 CLIP-T 指标度量生成图像与文本提示的相似性,提升文本可控性。 30 | 3. **多样性损失**: 31 | - 使用面部多样性指标(如 LPIPS)鼓励生成图像在表情、视角等方面具有多样性。 32 | 4. **掩码扩散损失**: 33 | - 随机遮挡 ID 无关区域,通过扩散模型生成更高质量的 ID 相关区域。 -------------------------------------------------------------------------------- /人像生成相关/PuLID.md: -------------------------------------------------------------------------------- 1 | ## 目录 2 | 3 | - [1.PuLID原理是什么?](#1.PuLID原理是什么?) 4 | - [2.介绍下Lightning T2I 分支](#2.介绍下Lightning-T2I分支) 5 | - [3.零卷积起什么作用?](#3.零卷积起什么作用?) 6 | - [4.什么是对比对齐损失和精确ID损失?](#4.什么是对比对齐损失和精确ID损失?) 7 | - [原论文链接](https://arxiv.org/pdf/2302.05543) 8 | 9 | 10 |

1.PuLID原理是什么?

11 | 12 | ![](./images/PuLID.png) 13 | 14 | 1. **核心目标**: 15 | - PuLID 是一种无需调优的 ID 定制方法,旨在在插入 ID 的同时保持模型原始行为的一致性。 16 | 2. **关键技术**: 17 | - 引入 Lightning T2I 分支,通过快速去噪生成高质量图像。 18 | - 使用对比对齐损失和精确 ID 损失,在保证 ID 保真度的同时减少干扰。 19 | 3. **优势**: 20 | - 无需大量微调或复杂数据集。 21 | - 能够处理复杂提示并保持生成的灵活性。 22 | 23 |

2.介绍下Lightning-T2I分支

24 | 25 | - Lightning T2I 分支 是 PuLID 方法中的一个核心部分,目的是通过快速去噪技术,从纯噪声生成高质量图像,同时保持原始模型的行为一致性。与传统的扩散模型需要数百步去噪不同,Lightning T2I 仅需 4 步即可生成图像。 26 | - 其工作原理是,构建两条对比路径:一条仅使用文本提示,另一条同时使用 ID 和文本提示,通过对比学习对齐这两条路径的特征,确保 ID 的插入不会影响图像的背景、光照和风格。 27 | - 这种方法的优势在于: 28 | 1.加速生成过程,大大提高了效率; 29 | 2.精准插入 ID,不干扰其他图像元素; 30 | 3.计算资源低,适合实际应用。 31 | 32 |

3.零卷积起什么作用?

33 | 34 | 在 ControlNet 中,零卷积通常用于处理**条件输入特征**,以实现以下功能: 35 | 36 | 1. **条件特征对主干网络的无损注入**: 37 | - 零卷积可以在初始状态下对输入的条件特征进行透明传递,确保不会干扰主干网络的功能。 38 | - 随着训练的进行,零卷积可以学习到如何将条件特征整合到生成流程中,使主干网络逐步受到条件的引导。 39 | 40 | 2. **梯度传递的稳定性**: 41 | - 零卷积层在初始状态下不对特征施加干扰,有助于稳定梯度传递,避免对原始预训练模型的破坏。 42 | 43 | 3. **条件融合的灵活性**: 44 | - 零卷积允许在不同层灵活地调整条件输入特征的影响范围,增强条件控制能力。 45 | 46 |

4.什么是对比对齐损失和精确ID损失?

47 | 48 | 1. **对比对齐损失(Contrastive Alignment Loss)**: 49 | - 目的是确保在插入 ID 后,模型仍然能保持对文本提示的响应能力,避免 ID 的插入干扰图像的其他部分(如背景、风格等)。 50 | - 计算方式:构建两条对比路径,一条只使用文本提示,另一条同时使用 ID 和文本提示。在 UNet 的交叉注意力层中,对这两条路径的特征进行对齐,通过计算它们的语义相似度来最小化两者之间的差异。 51 | - 公式:使用 Softmax 操作对比两条路径的特征,相似度越高,损失越小。 52 | 2. **精确 ID 损失(Accurate ID Loss)**: 53 | - 目的是确保 ID 信息插入后,生成的人脸图像与目标 ID 在视觉上具有高相似度。 54 | - 计算方式:通过 Lightning T2I 分支 生成一个高质量的图像,然后提取其人脸特征并与目标 ID 的人脸特征进行对比,计算它们的 余弦相似度(Cosine Similarity)。 55 | - 公式:通过 CosSim 计算生成图像和目标 ID 之间的相似度,值越高,表示 ID 保真度越高 -------------------------------------------------------------------------------- /人像生成相关/images/InstantID.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/人像生成相关/images/InstantID.png -------------------------------------------------------------------------------- /人像生成相关/images/PhotoMaker.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/人像生成相关/images/PhotoMaker.png -------------------------------------------------------------------------------- /人像生成相关/images/PuLID.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/人像生成相关/images/PuLID.png -------------------------------------------------------------------------------- /可控性相关/ACE++.md: -------------------------------------------------------------------------------- 1 | ## 目录 2 | 3 | - [1.ACE++是什么?](#ACE++是什么?) 4 | - [2.ACE++核心原理是什么?](#2.ACE++核心原理是什么?) 5 | - [3.为什么LUC++在通道维度上进行拼接,而不是在序列维度上拼接?](#3.为什么LUC++在通道维度上进行拼接,而不是在序列维度上拼接?) 6 | - [4.损失如何计算?](#4.损失如何计算?) 7 | - [5.解释下速度(velocity)](#5.解释下速度(velocity)) 8 | - [原论文链接](https://arxiv.org/pdf/2410.00086) 9 | 10 |

1.ACE++是什么?

11 | 12 | ![](./images/ACE++介绍.png) 13 | 14 | ACE++是对ACE模型的改进版本,重点在于基于指令的图像生成和编辑,通过上下文感知的内容填充方法来提升性能。ACE++的核心改进是对**长上下文条件单元LCU**的增强,使其能够支持更多类型的图像生成和编辑任务。 15 | 16 |

2.ACE++核心原理是什么?

17 | 18 | ![](./images/ACE++框架.png) 19 | 20 | 1. **LCU++输入格式**: 21 | - ACE++扩展了原先的LCU输入格式,使其支持包括图像生成、编辑、修复等多种任务。其主要创新是LCU++,通过将输入图像、掩码和噪声潜在表示在通道维度上进行拼接,而不是在序列维度上拼接。这种方式有效地减少了模型适应任务时的计算成本,避免了序列拼接对上下文感知框架的干扰,从而提高了训练效率。 22 | 23 | 2. **两阶段训练过程**: 24 | - **阶段一**:使用基础的文本到图像生成模型(如FLUX.1-dev)进行“0-ref”任务的预训练。这一步骤帮助模型学习基本的图像生成能力。 25 | - **阶段二**:使用包括“0-ref”和“N-ref”任务在内的所有任务对模型进行微调,使其能够更好地处理各种生成任务并根据指令生成图像。 26 | 27 | 3. **模型架构**: 28 | - **ACE++将LCU++输入格式集成到FLUX.1-dev模型的架构中**,采用完整的注意力框架处理多模态输入(包括图像、掩码和噪声潜在表示)。该模型通过文本嵌入、图像嵌入和掩码嵌入来处理输入数据,然后将这些特征映射为序列令牌,并通过transformer层进行处理。 29 | 30 | 4. **生成任务与编辑**: 31 | ACE++能够执行多种图像编辑和生成任务,包括: 32 | 33 | - **肖像一致性生成**:确保生成的图像在不同场景中保持一致的身份。 34 | - **主体一致性**:在不同场景中保持特定主体的一致性。 35 | - **局部编辑**:根据掩码对图像的特定区域进行修改,如添加物体或改变细节。 36 | - **灵活指令**:支持通过灵活的自然语言描述进行动态图像编辑,例如改变背景或添加新元素。 37 | 38 | 5. **高效微调与部署**: 39 | ACE++还提供了使用LoRA进行轻量级微调的模型,适用于肖像保护、主题驱动生成和局部编辑等特定领域任务。这使得模型能够快速适应特定任务,减少计算开销。 40 | 41 |

3.为什么LUC++在通道维度上进行拼接,而不是在序列维度上拼接?

42 | 43 | 在传统的图像生成任务中,使用文本引导的生成通常是基于文本和图像的序列拼接,也就是把文本的嵌入(text embedding)和图像的嵌入(image embedding)拼接在一起,然后将其输入到生成模型中。这种方法的缺点在于,随着输入条件的增加,模型的计算复杂度会急剧增加,尤其是在面对多模态输入时,拼接的序列会变得非常庞大,导致训练和推理过程中的计算负担较重。 44 | 45 | ACE++改进后的方法通过在通道维度拼接输入,而不是在序列维度拼接,避免了上述问题,并在以下方面有效提高了训练效率: 46 | 1. **减少计算复杂度**: 47 | 序列拼接会增加序列长度,导致计算量呈平方增长(O(n²)),而通道拼接避免了这种情况,减少了计算负担。 48 | 49 | 2. **上下文感知优化**: 50 | 序列拼接会使模型处理长序列时出现上下文干扰,而通道拼接使不同输入(如图像、掩码、噪声)独立处理,避免了信息混杂,提高了上下文感知能力。 51 | 52 | 3. **高效处理多模态输入**: 53 | 通道拼接允许模型并行处理图像、掩码和噪声,而不需要串行计算,有助于提高训练和推理效率。 54 | 55 | 56 |

4.损失如何计算?

57 | 58 | 在ACE++的训练过程中,损失函数的计算基于**预测速度(velocity)**和**目标速度**之间的差异,目标是最小化生成图像与目标图像之间的误差。损失函数包含两个主要部分: 59 | 60 | 1. **生成损失(Generation Loss)**: 61 | ACE++模型使用**噪声潜空间(noisy latent space)**进行图像生成。在训练时,模型需要预测当前时刻的**速度(velocity)**,即如何从当前噪声样本(Xt)变化到目标样本(X1)。这个过程使用**线性插值**生成目标样本,并根据模型的预测计算损失。 62 | 63 | 2. **损失公式**: 64 | 损失函数由两个部分组成: 65 | - **Lref**:重建损失,用于衡量参考图像(如给定的源图像或参考图像)与生成图像之间的差异。对于没有参考图像的任务(0-ref任务),这个损失为0。 66 | - **Ltar**:目标损失,用于衡量生成图像与目标图像之间的差异。 67 | 68 | 总的损失函数如下: 69 | 70 | \[ 71 | L = E_{t, x_0, x_1} \| v_t - u_t \|^2 = \sum_{i=0}^{N-1} E_{t, x_0, x_1} \| v_i - u_i \|^2 + E_{t, x_0, x_1} \| v_N - u_N \|^2 72 | \] 73 | 74 | - **v_t** 是模型预测的速度,表示从当前噪声样本到目标样本的变化。 75 | - **u_t** 是实际的目标速度,表示从噪声到目标的真实变化。 76 | - **Lref** 是参考图像的重建损失(在0-ref任务中为0)。 77 | - **Ltar** 是目标图像的生成损失。 78 | 79 |

5.解释下速度(velocity)

80 | 81 | 在ACE++的训练过程中,“速度(velocity)” 是一个用来描述从一个噪声状态到目标状态的变化速率的概念。这个术语其实与扩散模型的训练过程密切相关。 82 | 83 | 1. **扩散模型和噪声拉丁(Latent)表示** 84 | 扩散模型(Diffusion Models)是一类生成模型,通过模拟数据从纯噪声到目标数据的逐步“扩散”过程来生成样本。具体来说,扩散模型通过反向过程逐步从噪声(随机的潜变量)中恢复出一个清晰的图像。这个过程是通过预测每一步的“变化”来实现的,这里的变化就是指从当前噪声状态到目标状态的变化。 85 | 86 | 在ACE++中,模型使用了噪声潜在表示(Xt),它表示当前图像(或数据)在噪声空间中的状态。通过逐步减少噪声,模型希望恢复出清晰的目标图像。 87 | 88 | 2. **“速度”是什么意思** 89 | 在训练过程中,我们通过计算每个时间步骤的速度,即噪声状态Xt和目标图像X1之间的变化速率,来引导模型的学习过程。可以把速度理解为噪声的变化,即如何从当前的噪声状态(Xt)朝向目标图像的清晰状态(X1)迈进。 90 | 91 | 速度的定义是模型预测的从当前噪声状态到目标图像状态的变化量(或者说是梯度)。通过这个预测,模型学习如何一步步去从噪声中生成图像。 92 | 93 | 3. **为什么需要“速度”** 94 | 在扩散模型中,每一步的生成过程实际上是预测噪声的“去除”过程。为了使模型生成图像,我们不仅需要知道如何从当前噪声生成下一步的清晰图像,还需要知道如何调整每个时间步的噪声去除速率,确保每个步骤的变化能够逐渐使噪声变为清晰的图像。这就是速度的作用:它帮助模型在每个时间步骤中预测如何变化(去除噪声),以接近目标图像。 95 | 96 | 4. **训练中的速度计算** 97 | 在训练时,模型通过预测当前噪声状态和目标图像之间的速度(变化量),然后与实际的目标速度进行比较。训练的目标是最小化这种预测速度和真实速度之间的差异。 98 | 99 | 具体的损失函数中,Lref和Ltar就是计算预测的速度与真实速度之间的差异,并通过反向传播更新模型的参数。 -------------------------------------------------------------------------------- /可控性相关/ACE.md: -------------------------------------------------------------------------------- 1 | ## 目录 2 | 3 | - [1.ACE是什么?](#ACE是什么?) 4 | - [2.ACE核心原理是什么?](#2.ACE核心原理是什么?) 5 | - [3.解释下条件单元CU](#3.解释下条件单元CU) 6 | - [4.解释下长上下文条件单元LCU](#4.解释下长上下文条件单元LCU) 7 | - [5.长上下文自注意力机制](#5.长上下文自注意力机制) 8 | - [6.ACE是如何进行训练的?](#6.ACE是如何进行训练的?) 9 | - [原论文链接](https://arxiv.org/pdf/2410.00086) 10 | 11 |

1.ACE是什么?

12 | 13 | ![](./images/ACE概览.png) 14 | 15 | **ACE: All-round Creator and Editor**是一种视觉生成模型,旨在解决当前视觉生成领域的一个重要问题——不同生成任务需要不同的输入条件,而现有的基础生成模型难以适应多模态条件并完成各种生成任务。ACE模型提出了一种统一的框架,能够处理从文本指导生成到图像编辑等多种任务,且支持多轮交互式生成。 16 | 17 |

2.ACE核心原理是什么?

18 | 19 | ![](./images/ACE架构.png) 20 | 21 | ACE(All-round Creator and Editor)的核心原理可以概括为以下几个关键部分: 22 | 1. **统一的条件输入格式(CU 和 LCU)**: 23 | - **条件单元(Condition Unit,CU)**:ACE模型通过定义条件单元(CU),将文本指导、图像和掩码(mask)等多模态输入整合在一起。每个CU包含了文本指令(T)和相应的视觉信息(V),视觉信息包括一组图像(I)和对应的掩码(M)。这种统一格式允许ACE处理各种生成任务,如文本生成、图像编辑和区域编辑等。 24 | - **长上下文条件单元(Long-context Condition Unit,LCU)**:为了增强模型对复杂任务的理解,ACE引入了LCU,结合了多轮历史生成信息。LCU不仅包含当前的输入,还包括来自先前生成回合的历史数据,这使得模型能够更好地理解上下文,进行多轮交互和长期的任务生成。 25 | 26 | 2. **基于Transformer的Diffusion模型**: 27 | - ACE采用了Diffusion Transformer架构,这是一种结合了扩散模型和Transformer模型优势的生成方法。具体来说,ACE通过**Condition Tokenizing**模块将不同类型的输入条件(文本和图像)转化为统一的表示,并通过**Long-context Attention Block**进行处理,确保在多轮生成过程中能够有效集成历史信息,保证生成内容的连贯性。 28 | 29 | 3. **创新的输入编码方法**: 30 | - **图像指示嵌入(Image Indicator Embedding)**:为了确保文本指令中的图像顺序与实际图像的顺序一致,ACE引入了图像指示嵌入。这一模块为每个图像分配一个文本指示符,帮助模型理解不同图像在文本中的位置。 31 | - **长上下文自注意力机制(Long-context Attention)**:在处理多轮生成任务时,ACE的长上下文自注意力机制可以有效地整合所有图像和文本输入的信息,保证每一轮生成都能够参考前面的上下文,从而生成更加连贯和符合指令的图像。 32 | 33 | 4. **高效的数据收集和处理方法**: 34 | - 由于高质量的数据对训练生成模型至关重要,ACE提出了两种数据收集方法:合成数据和从大规模图像数据库中配对图像。通过合成数据,可以生成满足特定需求的图像对;而通过从真实数据集中配对图像,则能够提高数据多样性并减少过拟合风险。 35 | 36 |

3.解释下条件单元CU

37 | 38 | ### CU的结构 39 | **条件单元CU**通过统一的输入格式整合了文本指令和视觉信息(包括图像和掩码),使得ACE能够适应多种类型的视觉生成任务。 40 | **CU由两个主要部分组成**: 41 | 1. **文本指令(T)**: 42 | - 文本指令描述了模型生成图像或进行图像编辑时的要求。这些指令可能是简单的描述性文本,也可以是较为复杂的编辑任务指令。 43 | - 例如,"生成一个穿红色裙子的女孩" 或 "根据给定的边缘图生成完整的花朵图像"。 44 | 45 | 2. **视觉信息(V)**: 46 | - 视觉信息部分包含与图像相关的数据,具体包括: 47 | - **图像(I)**:输入图像,可能是原始图像或者经过处理的图像。 48 | - **掩码(M)**:掩码用于指定图像的特定区域(例如,图像中的一个部分或目标对象),通常用于图像编辑任务。在没有特定掩码的情况下,掩码可能是一个全1的掩码,表示处理整个图像。 49 | - 视觉信息可以包含多个图像和相应的掩码。例如,进行对象编辑时,模型可能需要处理多个图像,每个图像可能有一个不同的掩码。 50 | 51 | ### CU的形式 52 | 根据ACE的定义,**条件单元(CU)** 的结构可以表示为: 53 | - **CU = {T, V}** 54 | - 其中T是文本指令(文本信息),V是视觉信息(包括图像和掩码)。视觉信息V可以进一步拆分为一组图像和掩码对,表示为: 55 | - **V = {[I1; M1], [I2; M2], ..., [IN; MN]}** 56 | - 每对 `[Ii; Mi]` 表示第i个输入图像和其对应的掩码(如果有的话)。如果没有掩码,则Mi为一个全1的掩码。 57 | 58 |

4.解释下长上下文条件单元LCU

59 | 60 | 61 | **长上下文条件单元LCU**的结构是对条件单元(CU)的扩展。在ACE中,CU用于处理每个任务的输入,包括文本指令和视觉信息(如图像和掩码)。而LCU则通过引入历史上下文,将之前的任务信息与当前任务的输入相结合,从而帮助模型更好地理解和生成符合用户意图的内容。 62 | 63 | **LCU的结构如下**: 64 | 65 | - **LCU = {{Ti−m, Ti−m+1, ..., Ti}, {Vi−m, Vi−m+1, ..., Vi}}** 66 | 67 | 其中: 68 | - **Ti** 是当前回合的文本指令。 69 | - **Vi** 是当前回合的视觉信息(图像和掩码)。 70 | - **Ti−m, Ti−m+1, ..., Ti** 是过去m轮生成任务中的文本指令(历史文本信息)。 71 | - **Vi−m, Vi−m+1, ..., Vi** 是过去m轮生成任务中的视觉信息(历史图像和掩码)。 72 | 73 | 通过这种方式,LCU不仅包括当前回合的输入数据,还包括历史生成任务的信息。历史信息的引入使得模型能够在当前生成任务中考虑先前的上下文,从而生成更加连贯和符合预期的结果。 74 | 75 |

5.长上下文自注意力机制

76 | 77 | 长上下文自注意力机制的是基于自注意力机制的扩展。自注意力机制的核心是计算输入序列中每个位置的“注意力分数”,这些分数决定了每个位置与其他位置之间的信息交互。在传统的自注意力机制中,每个输入序列的位置都需要与其他所有位置进行交互,这种计算复杂度为O(n²),对于长序列来说,计算效率较低。 78 | 79 | 为了克服这一问题,长上下文自注意力机制通过以下方式进行优化: 80 | 81 | 1. **时间步嵌入(Time Step Embedding)**: 82 | - 每个输入位置会被赋予一个时间步嵌入,以帮助模型区分不同的时间步,从而更好地处理长时间序列中的依赖关系。 83 | 84 | 2. **3D旋转位置编码(3D RoPE)**: 85 | - 为了更好地处理图像和文本序列中的空间与时间依赖,ACE采用了3D旋转位置编码(3D RoPE),它将位置编码扩展到三维空间,确保不同空间和时间层次的信息能够有效交互。 86 | 87 | 3. **长上下文自注意力模块(Long-context Self-Attention)**: 88 | - 在长上下文自注意力模块中,所有输入的图像和文本嵌入都会与历史上下文信息交互。通过这种方式,模型能够在生成每个输出时,同时考虑当前输入和历史信息,从而确保生成的内容更加连贯。 89 | 90 | 4. **跨注意力机制(Cross-Attention)**: 91 | - 除了自注意力,长上下文自注意力还包括跨注意力机制。每个输入的图像和文本嵌入只与属于同一条件单元(CU)的其他图像和文本进行交互,而不是与所有条件单元的内容进行交互。这种设计保证了文本和图像的匹配更加精准。 92 | 93 |

6.ACE是如何进行训练的?

94 | 95 | ### 1. 数据收集和构建 96 | 训练ACE时,首先需要大量的高质量数据,特别是**图像对**和**文本指令**。由于缺少直接可用的训练数据,ACE提出了两种主要的数据收集方法: 97 | 98 | - **合成数据(Synthesis-based Data)**: 99 | - 使用现有的开源模型生成特定任务的图像对。这些模型通过合成或修改现有图像来生成符合目标条件的图像,例如通过风格转换生成图像,或者通过加入特定对象或背景来修改图像内容。 100 | - 这种方法的优点是生成速度快,能够快速构建大量的数据对,但也可能面临合成数据过拟合的问题。 101 | 102 | - **真实数据对(Pairing from Real Databases)**: 103 | - 从大规模图像数据库(如LAION-5B、OpenImages等)中提取图像对,确保数据的多样性和真实性。ACE使用了一个**层次化聚合管道**,首先通过图像特征提取(如使用SigLIP提取图像的语义特征),然后通过K-means聚类将图像分为不同的类别。接下来,通过**Union-find算法**进行进一步的分组,确保图像对在语义上相关。 104 | - 通过这种方法,ACE可以获得高质量的图像对,并减少合成数据可能带来的过拟合问题。 105 | 106 | ### 2. 指令标签的生成和优化 107 | 为了训练ACE,除了图像数据对之外,还需要为每个图像对生成**对应的文本指令**。这些文本指令描述了如何将源图像转换为目标图像。生成指令的过程是一个复杂的任务,因为它不仅仅是描述图像的内容,还需要指出源图像和目标图像之间的差异。 108 | 109 | ACE使用了两种方法来生成指令: 110 | 111 | - **基于模板的方法(Template-based Method)**: 112 | - 这种方法利用人工构建的模板,根据任务类型为不同的视觉任务生成指令。这些模板通常包含特定任务所需的通用表达式。模板方法的缺点是生成的指令缺乏多样性,可能导致过拟合。 113 | 114 | - **基于多模态大语言模型(MLLM-based Method)**: 115 | - 为了解决模板方法带来的多样性不足问题,ACE引入了多模态大语言模型(MLLM)来生成更灵活和多样化的指令。通过训练MLLM,ACE能够根据图像的内容和与目标图像的差异生成更丰富和准确的文本指令。 116 | 117 | ### 3. 训练策略 118 | ACE模型的训练采用了联合训练(Joint Training)策略,即通过一个统一的框架同时训练生成和编辑任务。具体来说,训练过程中的关键步骤包括: 119 | 120 | - **多模态输入的处理**: 121 | - ACE模型需要处理的输入包括文本指令、图像以及对应的掩码。模型需要学习如何将这些多模态信息结合起来,以生成符合指令要求的图像。 122 | 123 | - **损失函数设计**: 124 | - 在训练过程中,ACE使用了多种损失函数来优化生成结果。这些损失函数通常包括: 125 | - **生成损失**:度量生成图像与目标图像之间的差异。 126 | - **文本一致性损失**:衡量生成图像与文本指令之间的一致性。 127 | - **图像质量损失**:评估生成图像的美观度、细节和视觉效果。 128 | 129 | - **多任务学习**: 130 | - ACE支持多种任务类型(例如,文本引导生成、语义编辑、重绘等)。在训练过程中,模型需要同时优化多个任务的表现,因此,ACE采用了多任务学习方法,允许模型在不同任务之间共享知识。 131 | 132 | - **长上下文训练(Long-context Training)**: 133 | - 对于需要多轮生成或长时间上下文的任务,ACE会将历史生成信息作为额外的输入,以帮助模型更好地理解任务的全局上下文。通过这种方式,ACE能够在处理复杂任务时保持一致性和连贯性。 134 | 135 | -------------------------------------------------------------------------------- /可控性相关/BrushNet.md: -------------------------------------------------------------------------------- 1 | ## 目录 2 | 3 | - [1.BrushNet原理是什么?](#BrushNet原理是什么?) 4 | - [2.特征层如何融合?](#2.特征层如何融合?) 5 | - [3.模糊混合策略](#3.模糊混合策略) 6 | - [原论文链接](https://arxiv.org/pdf/2403.06976) 7 | 8 |

1.BrushNet原理是什么?

9 | 10 | ![](./images/BrushNet.png) 11 | 12 | BrushNet 提出了 双分支扩散架构(Dual-Branch Diffusion Architecture),通过显式分离图像修复特征和生成特征,实现高质量的图像修复。 13 | 1. **额外分支(修复分支)**: 14 | 专门处理遮挡区域的特征提取。输入包括: 15 | - 噪声潜变量(Noisy Latent)。 16 | - 遮挡图像潜变量(Masked Image Latent)。 17 | - 下采样后的遮罩(Downsampled Mask)。 18 | 使用 VAE 编码器 提取遮挡区域特征,确保特征分布与预训练模型一致。 19 | 1. **主分支(生成分支)**: 20 | 冻结预训练的扩散模型,保持未遮挡区域的生成能力。 21 | 22 |

2.特征层如何融合?

23 | 24 | - 通过 零卷积(Zero Convolution) 将修复分支提取的特征逐层插入到主分支的特征图中。 25 | **实现方式**:与controlnet类似,复制unet 26 | - 实现了像素级别的控制,提升遮挡区域与未遮挡区域的边界一致性。 27 | 28 |

3.模糊混合策略

29 | 30 | - 对生成结果与原始图像的未遮挡区域进行模糊混合,进一步优化边界效果,保证视觉一致性。 31 | **实现方式**:使用**高斯模糊**操作平滑遮罩边界,对生成图像和原始图像进行像素级加权混合 -------------------------------------------------------------------------------- /可控性相关/Controlnet.md: -------------------------------------------------------------------------------- 1 | ## 目录 2 | 3 | - [1.ControlNet原理是什么?](#1.ControlNet原理是什么?) 4 | - [2.什么是零卷积?](#2.什么是零卷积?) 5 | - [3.零卷积起什么作用?](#3.零卷积起什么作用?) 6 | - [4.ControlNet复制了U-Net的哪些层?](#4.ControlNet复制了U-Net的哪些层?) 7 | - [5.为什么controlnet只复制了unet的编码层?](#5.为什么controlnet只复制了unet的编码层?) 8 | - [原论文链接](https://arxiv.org/pdf/2302.05543) 9 | 10 | 11 |

1.ControlNet原理是什么?

12 | 13 | ![](./images/controlnet结构图.png) 14 | 1. **条件控制**: 15 | ControlNet 的目标是通过输入条件(如边缘图、深度图、姿态信息等),指导生成模型(如 Stable Diffusion)生成符合特定约束的图像。 16 | 17 | 2. **双网络结构**: 18 | - **主干网络 (Pre-trained Model)**: 19 | 使用一个已经预训练好的扩散模型(如 Stable Diffusion),作为生成图像的核心模型。 20 | - **辅助网络 (ControlNet)**: 21 | 添加一个条件网络(ControlNet),其结构和主干网络类似,但接受额外的控制输入。ControlNet 会在某些层添加条件特征,使主干网络可以在生成过程中参考这些特征。 22 | 23 | 3. **权重复用**: 24 | - ControlNet 基于预训练扩散模型的权重,并在其上添加新的参数进行调整。这个设计保证了 ControlNet 在引入控制能力的同时,不会破坏原始模型的生成能力。 25 | 26 | 4. **冻结权重**: 27 | - 预训练模型的权重通常是冻结的,ControlNet 通过调整自身参数来引导生成过程。 28 | 29 |

2.什么是零卷积?

30 | 31 | ![](./images/零卷积.png) 32 | #### 零卷积的关键特性 33 | 34 | 1. **初始状态无影响**: 35 | - 在初始状态下,卷积核的权重为零,因此输入数据在经过零卷积层时不会发生改变,仅会受到偏置的影响。 36 | 37 | 2. **参数学习能力**: 38 | - 在训练过程中,零卷积层可以学习到适合的权重参数,从而逐步改变输入数据,增加模型对条件输入的适应性。 39 | 40 | 3. **轻量化设计**: 41 | - 零卷积层的初始行为相当于一个恒等映射(Identity Mapping),这使其不会破坏已有的预训练模型功能,同时保留了学习的灵活性。 42 | 43 |

3.零卷积起什么作用?

44 | 45 | 在 ControlNet 中,零卷积通常用于处理**条件输入特征**,以实现以下功能: 46 | 47 | 1. **条件特征对主干网络的无损注入**: 48 | - 零卷积可以在初始状态下对输入的条件特征进行透明传递,确保不会干扰主干网络的功能。 49 | - 随着训练的进行,零卷积可以学习到如何将条件特征整合到生成流程中,使主干网络逐步受到条件的引导。 50 | 51 | 2. **梯度传递的稳定性**: 52 | - 零卷积层在初始状态下不对特征施加干扰,有助于稳定梯度传递,避免对原始预训练模型的破坏。 53 | 54 | 3. **条件融合的灵活性**: 55 | - 零卷积允许在不同层灵活地调整条件输入特征的影响范围,增强条件控制能力。 56 | 57 |

4.ControlNet复制了U-Net的哪些层?

58 | 59 | 复制了U-Net中的Encode部分,decoder部分进行skip connection。 60 | 其中的复制层包括 12 个编码块 和 1 个中间块,覆盖 Stable Diffusion 的主要编码部分。 61 | 62 |

5.为什么controlnet只复制了unet的编码层?

63 | 64 | ControlNet 只复制 UNet 的编码层,而不复制解码层,是为了: 65 | 1. **高效提取条件特征**:编码层是特征提取的关键部分,适合引入条件控制。 66 | 2. **不干扰图像重建**:解码层专注于图像重建,不需要额外的条件控制。 67 | 3. **降低计算成本**:减少不必要的参数复制,保持模型轻量化。 68 | 4. **保持主干模型的生成能力**:保证对原始生成流程的影响最小。 -------------------------------------------------------------------------------- /可控性相关/IC-Light.md: -------------------------------------------------------------------------------- 1 | ## 目录 2 | 3 | - [1.IC-Light原理是什么?](#IC-Light原理是什么?) 4 | - [2.训练方法](#2.训练方法) 5 | - [原论文链接](https://arxiv.org/pdf/2312.04461) 6 | 7 |

1.IC-Light原理是什么?

8 | 9 | ![](./images/IC-Light.png) 10 | 11 | **IC-Light** 的核心基于 **光传输一致性(Light Transport Consistency)** 的物理原理: 12 | 13 | 1. **线性混合原理**: 14 | - 物体在不同光照条件下的外观,其线性混合结果应该与该物体在混合光照条件下的外观一致。 15 | - 数学表达: 16 | \[ 17 | I_{L1+L2} = I_{L1} + I_{L2} 18 | \] 19 | 其中 \( I_{L1} \) 和 \( I_{L2} \) 分别为物体在光照条件 \( L1 \) 和 \( L2 \) 下的外观。 20 | 21 | 2. **一致性约束**: 22 | - 在扩散模型的训练中,通过损失函数约束模型的输出,确保只修改光照,不改变其他本质属性(如材质、颜色等)。 23 | - 损失函数形式: 24 | \[ 25 | L_{\text{consistency}} = \| I_{L1+L2} - (I_{L1} + I_{L2}) \|_2^2 26 | \] 27 | 28 | 3. **数据处理与增强**: 29 | - 使用真实场景、渲染数据和合成光照数据构建多样化的训练集,增强模型对复杂光照场景的适应能力。 30 | 31 |

2.训练方法

32 | 33 | 1. **数据预处理**: 34 | - 提取输入图像的反照率、背景信息和光照环境图。 35 | - 应用多种数据增强技术,生成随机光照变化的训练样本。 36 | 37 | 2. **损失函数设计**: 38 | - **基础损失(Vanilla Loss)**:指导模型生成基本光照编辑结果。 39 | - **一致性损失(Consistency Loss)**:通过光照一致性约束,保证模型对光照编辑的精确性。 40 | 41 | 3. **模型架构与优化**: 42 | - 基于扩散模型(如 Stable Diffusion 和 Flux),冻结 VAE 编码器,专注于光照特性优化。 43 | - 使用多层感知机(MLP)处理光照线性混合问题,增强模型的表达能力。 -------------------------------------------------------------------------------- /可控性相关/images/ACE++介绍.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/可控性相关/images/ACE++介绍.png -------------------------------------------------------------------------------- /可控性相关/images/ACE++框架.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/可控性相关/images/ACE++框架.png -------------------------------------------------------------------------------- /可控性相关/images/ACE架构.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/可控性相关/images/ACE架构.png -------------------------------------------------------------------------------- /可控性相关/images/ACE概览.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/可控性相关/images/ACE概览.png -------------------------------------------------------------------------------- /可控性相关/images/BrushNet.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/可控性相关/images/BrushNet.png -------------------------------------------------------------------------------- /可控性相关/images/IC-Light.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/可控性相关/images/IC-Light.png -------------------------------------------------------------------------------- /可控性相关/images/controlnet结构图.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/可控性相关/images/controlnet结构图.png -------------------------------------------------------------------------------- /可控性相关/images/零卷积.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/可控性相关/images/零卷积.png -------------------------------------------------------------------------------- /风格迁移相关/IP-Adapter.md: -------------------------------------------------------------------------------- 1 | ## 目录 2 | 3 | - [1.IP-Adapter原理是什么?](#1.IPAdapter原理是什么?) 4 | - [2.能介绍下解耦的交叉注意力机制吗?](#2.能介绍下解耦的交叉注意力机制吗?) 5 | - [3.IP-Adapter是如何处理图像输入的?](#3.IP-Adapter是如何处理图像输入的?) 6 | - [4.IP-Adapter FaceID模型有何变化?](#4.IP-AdapterFaceID模型有何变化?) 7 | - [原论文链接](https://arxiv.org/pdf/2308.06721) 8 | 9 | 10 |

1.IP-Adapter原理是什么?

11 | 12 | ![](./images/IP-Adapter模型架构图.png) 13 | IP-Adapter 是一种**轻量化的图像提示适配器**,核心是**解耦的cross attention**,能够将图像特征与文本特征分开处理,同时嵌入到扩散模型中。它的设计保留了预训练模型的文本生成能力,同时支持图像 prompt 和多模态生成。通过冻结预训练模型并仅优化新增的注意力模块,IP-Adapter 实现了高效训练、广泛适配性和灵活的多任务能力,适合用于多模态图像生成和控制任务。 14 | 15 |

2.能介绍下解耦的交叉注意力机制吗?

16 | 17 | 解耦的交叉注意力机制是 IP-Adapter 的核心创新之一。它将文本和图像特征分开处理,分别通过独立的交叉注意力层生成注意力输出,其中文本特征通过原始的交叉注意力层,图像特征通过新增的交叉注意力层,最后将两者结合。这种方法避免了特征之间的干扰,使图像特征更加细粒度地嵌入模型,同时保留文本生成能力。 18 | 19 |

3.IP-Adapter如何处理图像特征?

20 | 21 | 使用 CLIP 图像编码器提取图像特征,这些特征通过一个轻量级投影网络(Linear + 归一化层LN)进行处理后,与预训练模型的特征维度对齐。 22 | 23 |

4.IP-Adapter FaceID模型有何变化?

24 | 25 | IP-Adapter FaceID 模型在 IP-Adapter 的基础上,使用ID Encoder来提取人脸特征,face ID embedding (提取人脸ID) + CLIP image embedding (提取人脸结构)。 26 | -------------------------------------------------------------------------------- /风格迁移相关/images/IP-Adapter模型架构图.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/huan085128/AIGC-AlgoNotes/44029432592f56e9a549b0d1c087b05a67262bc6/风格迁移相关/images/IP-Adapter模型架构图.png --------------------------------------------------------------------------------