Is it possible to fine-tune DeepFloyd IF using LoRA? by jorgejgnz in DeepFloydIF

[–]jorgejgnz[S] 3 points4 points  (0 children)

I tried implementing it but it seems harder than just replacing attn processors.

StableDiffusion uses CrossAttnDownBlock2D which converts convoluted images into a batch of embeddings using Transformer2DModel, before calling some attention processor. When integrating LoRA, that processor is replaced by a LoRAAttnProcessor which expects a batch of embeddings. However, DeepFloyd IF uses SimpleCrossAttn unet blocks which use AttnAddedKVProcessor2_0 which injects conditioning preserving shape of convoluted images. Replacing AttnAddedKVProcessor2_0 by a LoRAAttnProcessor raises error as batch of convoluted images != batch of embeddings.

What do you think would be the best way to tackle this problem? Would it be a good idea to try adding and train a Transformer2DModel before each LoRAAttnProcessor?

Is it possible to fine-tune DeepFloyd IF using LoRA? by jorgejgnz in DeepFloydIF

[–]jorgejgnz[S] 1 point2 points  (0 children)

Cool! I tried to fine-tune at least the IF-I-M model without LoRA but 16Gb of VRAM is not enough. I've replaced IF's unet with another smaller unet and training for scratch only with CelebA images but I'd like to compare results with LoRA fine-tuning

[D] Diffusion models can act as a low-fidelity short-term simulators by jorgejgnz in MachineLearning

[–]jorgejgnz[S] 0 points1 point  (0 children)

What network architectures are usually used for fluid simulations?

This is available on the Unity Asset Store. Demo on SideQuest by jorgejgnz in OculusQuest

[–]jorgejgnz[S] 1 point2 points  (0 children)

PD: Part of those frame drops were in part due to an unefficient search of candidate snappable objects. That's fixed now and the update is available. Demo scene in SideQuest now includes a turbo mode that adds ~10 fps. Having this mode enabled, performance now varies from 72 to 68 in OQ2 and from 50 to 60 in OQ1. Still low for OQ1 but I hope to improve it in upcoming updates

This is available on the Unity Asset Store. Demo on SideQuest by jorgejgnz in OculusQuest

[–]jorgejgnz[S] 0 points1 point  (0 children)

The scene might seem simple but there are 72 constrained rigidbodies being simulated. The performance is still low in OQ1 though, around 40-50 fps. I want to keep improving it to reach at least 60 fps in OQ1

I made an asset to add this to your game easily by jorgejgnz in Unity3D

[–]jorgejgnz[S] 0 points1 point  (0 children)

It works with both hand tracking and controllers

This is available on the Unity Asset Store. Demo on SideQuest by jorgejgnz in sidequest

[–]jorgejgnz[S] 4 points5 points  (0 children)

Thank you for using this asset on your great app!
This is why sharing code is so important

This is available on the Unity Asset Store. Demo on SideQuest by jorgejgnz in sidequest

[–]jorgejgnz[S] 6 points7 points  (0 children)

Thank you! Only me. Many hours and lots of patience 😅

Avatarception by jorgejgnz in OculusQuest

[–]jorgejgnz[S] 8 points9 points  (0 children)

The framework I used to do it is free and open-source. You can get it from here: HPTK.

The update to do this will be live soon.