mirror of
https://github.com/hanzoai/papers.git
synced 2026-10-22 17:20:17 +00:00
- Agent GRPO: training-free continuous learning for tool-using agents - Federated Agents: federated agent intelligence - Harness Hacking: agents that safely self-modify their harness - Self-Improving Agents: telemetry-driven self-improvement - Unified Harness: vertically integrated agent harness - Zen creative AI: 3D, director, foley, medical, musician, reasoning, technical, translator, video, voice-clone, voyager, world models - papers.hanzo.ai Next.js site
1103 lines
50 KiB
TeX
1103 lines
50 KiB
TeX
% =============================================================================
|
|
% Zen-Foley: Visually-Guided Sound Effect Synthesis
|
|
% Hanzo AI Inc. & Zoo Labs Foundation
|
|
% Technical Whitepaper v1.0 — February 2026
|
|
% =============================================================================
|
|
|
|
\documentclass[11pt,a4paper]{article}
|
|
|
|
% --- Encoding & Fonts ---------------------------------------------------------
|
|
\usepackage[utf8]{inputenc}
|
|
\usepackage[T1]{fontenc}
|
|
\usepackage{lmodern}
|
|
|
|
% --- Mathematics --------------------------------------------------------------
|
|
\usepackage{amsmath,amsfonts,amssymb,amsthm}
|
|
\usepackage{mathtools}
|
|
\usepackage{bm}
|
|
|
|
% --- Layout & Geometry --------------------------------------------------------
|
|
\usepackage[top=1in,bottom=1in,left=1.25in,right=1.25in]{geometry}
|
|
\usepackage{microtype}
|
|
\usepackage{setspace}
|
|
\onehalfspacing
|
|
|
|
% --- Graphics & Tables --------------------------------------------------------
|
|
\usepackage{graphicx}
|
|
\usepackage{booktabs}
|
|
\usepackage{tabularx}
|
|
\usepackage{multirow}
|
|
\usepackage{array}
|
|
\usepackage{float}
|
|
|
|
% --- Algorithms ---------------------------------------------------------------
|
|
\usepackage{algorithm}
|
|
\usepackage{algpseudocode}
|
|
\algnewcommand\algorithmicforeach{\textbf{for each}}
|
|
\algdef{S}[FOR]{ForEach}[1]{\algorithmicforeach\ #1\ \textbf{do}}
|
|
|
|
% --- Colors & Hyperlinks -------------------------------------------------------
|
|
\usepackage{xcolor}
|
|
\definecolor{zenred}{RGB}{253,68,68}
|
|
\definecolor{zenblue}{RGB}{41,121,255}
|
|
\definecolor{zendark}{RGB}{30,30,40}
|
|
\definecolor{codegray}{RGB}{248,248,250}
|
|
|
|
\usepackage{hyperref}
|
|
\hypersetup{
|
|
colorlinks=true,
|
|
linkcolor=zenblue,
|
|
urlcolor=zenblue,
|
|
citecolor=zenred,
|
|
pdftitle={Zen-Foley: Visually-Guided Sound Effect Synthesis},
|
|
pdfauthor={Hanzo AI Inc., Zoo Labs Foundation},
|
|
pdfsubject={Audio Generation, Foley, Audio-Visual Correspondence},
|
|
pdfkeywords={foley, sound synthesis, audio generation, video-to-audio, diffusion}
|
|
}
|
|
|
|
% --- Code Listings ------------------------------------------------------------
|
|
\usepackage{listings}
|
|
\lstset{
|
|
backgroundcolor=\color{codegray},
|
|
basicstyle=\ttfamily\footnotesize,
|
|
breaklines=true,
|
|
captionpos=b,
|
|
frame=single,
|
|
numbers=left,
|
|
numberstyle=\tiny\color{gray},
|
|
keywordstyle=\color{zenblue}\bfseries,
|
|
stringstyle=\color{zenred},
|
|
commentstyle=\color{gray}\itshape,
|
|
showstringspaces=false,
|
|
tabsize=2
|
|
}
|
|
|
|
% --- Theorem Environments -----------------------------------------------------
|
|
\newtheorem{definition}{Definition}[section]
|
|
\newtheorem{theorem}{Theorem}[section]
|
|
\newtheorem{proposition}{Proposition}[section]
|
|
|
|
% --- Caption Formatting -------------------------------------------------------
|
|
\usepackage{caption}
|
|
\captionsetup{font=small,labelfont=bf}
|
|
|
|
% --- Bibliography -------------------------------------------------------------
|
|
\usepackage{natbib}
|
|
\bibliographystyle{abbrvnat}
|
|
\setcitestyle{authoryear,round}
|
|
|
|
% =============================================================================
|
|
% TITLE BLOCK
|
|
% =============================================================================
|
|
|
|
\title{
|
|
\vspace{-1.5cm}
|
|
{\normalsize \textsc{Hanzo AI Research} \hfill \textsc{Technical Whitepaper v1.0}} \\[0.8em]
|
|
\rule{\linewidth}{0.5pt} \\[0.6em]
|
|
{\LARGE \textbf{Zen-Foley:}} \\[0.3em]
|
|
{\Large Visually-Guided Sound Effect Synthesis} \\[0.3em]
|
|
\rule{\linewidth}{0.5pt}
|
|
}
|
|
|
|
\author{
|
|
\textbf{Hanzo AI Inc.} \\
|
|
\texttt{[email protected]} \\[0.5em]
|
|
\textbf{Zoo Labs Foundation} \\
|
|
\texttt{[email protected]}
|
|
}
|
|
|
|
\date{February 2026}
|
|
|
|
% =============================================================================
|
|
\begin{document}
|
|
% =============================================================================
|
|
|
|
\maketitle
|
|
|
|
\begin{abstract}
|
|
We present \textbf{Zen-Foley}, a model for generating synchronized, high-fidelity sound effects
|
|
from silent video input. The craft of Foley artistry --- the post-production process of creating
|
|
synchronized sound effects for film and television --- has been practiced by human specialists
|
|
for nearly a century, yet the systematic computational modeling of the audio-visual correspondence
|
|
underlying Foley has remained an open and challenging research problem.
|
|
|
|
Zen-Foley addresses this through a novel architecture comprising a hierarchical video encoder
|
|
that extracts both semantic and fine-grained motion features, a physics-aware sound categorization
|
|
module that classifies detected visual events into a taxonomy of material-interaction types, and
|
|
a conditional spectrogram diffusion decoder that generates high-fidelity audio synchronized to
|
|
the visual input. The architecture incorporates explicit physics-aware priors for three principal
|
|
acoustic categories: \emph{impacts} (modeled via modal synthesis principles), \emph{friction}
|
|
(modeled via stochastic stick-slip dynamics), and \emph{fluids} (modeled via source-filter
|
|
decomposition). Environmental acoustic simulation renders the generated dry signals in
|
|
appropriate reverberant spaces inferred from visual scene geometry.
|
|
|
|
Trained on a curated corpus derived from AudioSet, VGGSound, and a proprietary licensed
|
|
film Foley dataset (38.4M audio-visual pairs, 2,800 hours of annotated Foley recordings),
|
|
Zen-Foley achieves state-of-the-art performance across multiple automatic and perceptual
|
|
evaluations. On the VGGSound test set, we achieve a Frechet Audio Distance (FAD) of 1.83,
|
|
an Audio-Visual Synchrony Score (AVSS) of 0.847, and an Onset Accuracy of 94.2\% within
|
|
a 40 ms tolerance. A blind listening study with 32 professional Foley editors found that
|
|
Zen-Foley output was rated ``indistinguishable from studio Foley'' in 41\% of trials and
|
|
``suitable for broadcast with minor corrections'' in a further 35\%.
|
|
\end{abstract}
|
|
|
|
\tableofcontents
|
|
\newpage
|
|
|
|
% =============================================================================
|
|
\section{Introduction}
|
|
% =============================================================================
|
|
|
|
The term ``Foley'' derives from Jack Foley, the Universal Studios sound editor who pioneered
|
|
the technique of re-recording ambient and incidental sounds to supplement film dialogue and music.
|
|
A trained Foley artist watches a film and, in synchrony with the projected image, performs actions
|
|
--- walking, handling objects, manipulating props --- whose sounds are recorded and later mixed
|
|
into the final soundtrack. The result is the rich, tactile acoustic texture of professional
|
|
cinema: the creak of leather, the clink of ice in a glass, the distinctive footfall of a
|
|
character's gait.
|
|
|
|
Automating Foley is hard for several interrelated reasons:
|
|
|
|
\begin{enumerate}
|
|
\item \textbf{Audio-visual correspondence is fine-grained}: A footstep on gravel differs
|
|
acoustically from one on hardwood not only in spectral texture but in the precise
|
|
millisecond of onset relative to the visual contact event. Small temporal offsets
|
|
($> 60$ ms) are perceptible and jarring.
|
|
|
|
\item \textbf{Physical material determines sound}: The same action on different materials
|
|
produces radically different sounds. Visual classification of material is itself
|
|
challenging; acoustic generation conditioned on material requires physical models
|
|
or large-scale data-driven approximations.
|
|
|
|
\item \textbf{Multi-track structure}: A scene may contain overlapping sound sources (footsteps,
|
|
clothing movement, object handling, background activity), each requiring independent
|
|
synthesis and temporal alignment before mixing.
|
|
|
|
\item \textbf{Environmental acoustics}: The same dry sound source placed in a small bathroom
|
|
versus a large stone cathedral differs dramatically due to reverberation.
|
|
Inferring the acoustic space from visual content is a non-trivial scene understanding task.
|
|
\end{enumerate}
|
|
|
|
Zen-Foley addresses all four challenges through a unified model that processes video frames,
|
|
detects acoustic events, classifies their physical nature, synthesizes dry audio, and applies
|
|
inferred room acoustics.
|
|
|
|
\subsection{Contributions}
|
|
|
|
\begin{itemize}
|
|
\item \textbf{Hierarchical Audio-Visual Encoder (HAVE)}: A dual-stream encoder that
|
|
extracts slow semantic features (object identity, material category) and fast
|
|
motion features (contact events, deformation dynamics) from video.
|
|
|
|
\item \textbf{Physics-Aware Sound Categorization Module (PASCM)}: A structured
|
|
taxonomy of 148 material-interaction classes organized by contact type
|
|
(impact, friction, fluid), with physics-derived acoustic parameter priors
|
|
for each class.
|
|
|
|
\item \textbf{Spectrogram Diffusion Decoder (SDD)}: A conditional diffusion model
|
|
in mel-spectrogram space that generates audio conditioned on visual features
|
|
and physical acoustic parameters.
|
|
|
|
\item \textbf{Environmental Acoustic Simulation (EAS)}: An impulse response estimation
|
|
network that infers room geometry from monocular depth and visual scene category,
|
|
then applies convolution reverberation to synthesize a spatially plausible output.
|
|
|
|
\item \textbf{Multi-track mixing}: Zen-Foley generates independent spectrograms for
|
|
each detected sound event and mixes them according to predicted loudness and
|
|
panning parameters.
|
|
|
|
\item \textbf{State-of-the-art results} on VGGSound and AudioSet, plus a new
|
|
benchmark --- \textsc{FoleyBench} --- consisting of 1,200 silent film clips with
|
|
professional ground-truth Foley recordings.
|
|
\end{itemize}
|
|
|
|
% =============================================================================
|
|
\section{Background and Related Work}
|
|
% =============================================================================
|
|
|
|
\subsection{Foley in Film Post-Production}
|
|
|
|
The academic study of Foley as a cognitive and perceptual phenomenon has a rich
|
|
literature~\citep{chion1994audio,kerins2010beyond}. Chion's concept of ``syncresis''
|
|
describes the perceptual binding of audio and visual events into a unified percept when
|
|
they are temporally co-incident, even when the audio is produced by an entirely different
|
|
physical source than the visual event suggests. This perceptual principle is the psychological
|
|
foundation on which Foley artistry rests.
|
|
|
|
\subsection{Audio-Visual Correspondence Learning}
|
|
|
|
Learning the correspondence between audio and visual signals without explicit labels has
|
|
been a productive research direction. \citet{arandjelovic2017look} trained a network to
|
|
predict whether an audio clip and a video clip correspond, learning useful joint representations.
|
|
\citet{owens2016ambient} used ambient sounds to supervise visual feature learning. These
|
|
approaches establish correspondence but do not synthesize audio.
|
|
|
|
\subsection{Video-to-Audio Generation}
|
|
|
|
Direct video-to-audio synthesis has been addressed by several prior works.
|
|
\citet{owens2016visually} synthesized impact sounds from videos of striking objects using
|
|
an LSTM trained on audio features. \citet{zhou2018visual} generated ambient soundscapes
|
|
using a CNN conditioned on video frames. Foley-GAN~\citep{iashin2021taming} trained a
|
|
GAN to generate audio conditioned on visual features, achieving significant quality
|
|
improvements but suffering from the training instability and mode-dropping characteristic
|
|
of adversarial training.
|
|
|
|
SpecVQGAN~\citep{iashin2021specvqgan} applied vector-quantized spectrogram modeling with
|
|
a transformer for audio generation conditioned on video, achieving state-of-the-art
|
|
results on VGGSound at the time. Im2Wav~\citep{sheffer2023hear} extended this with
|
|
classifier-free guidance. More recent work, including Diff-Foley~\citep{luo2024difffoley}
|
|
and FoleyCrafter~\citep{zhang2024foleycrafter}, uses diffusion in latent audio space with
|
|
visual conditioning, demonstrating that diffusion models significantly outperform
|
|
GAN-based approaches.
|
|
|
|
Our work extends this line by introducing explicit physics-aware priors, environmental
|
|
acoustic simulation, and multi-track synthesis, leading to substantial quality improvements.
|
|
|
|
\subsection{Physics-Based Audio Synthesis}
|
|
|
|
Modal synthesis~\citep{cook2002real} models the acoustic behavior of struck objects as a
|
|
sum of decaying sinusoidal modes, each with frequency, amplitude, and decay rate determined
|
|
by material stiffness, geometry, and boundary conditions. Friction sound models based on
|
|
stochastic stick-slip dynamics~\citep{venakopoulos2011friction} capture the noisy,
|
|
non-stationary character of surface-contact sounds. These physical models, while not
|
|
directly differentiable, inform the design of the acoustic priors in our PASCM.
|
|
|
|
\subsection{Room Acoustics Simulation}
|
|
|
|
Geometrical acoustics methods (ray tracing, image sources) compute room impulse responses
|
|
(RIRs) from known room geometry. Deep learning approaches to blindly estimate RIR parameters
|
|
from monaural audio~\citep{gamper2018blind} or visual scene properties~\citep{chen2020soundspaces}
|
|
have recently demonstrated the feasibility of perceptual room acoustic inference.
|
|
|
|
% =============================================================================
|
|
\section{The \textsc{FoleyCorpus} Dataset}
|
|
% =============================================================================
|
|
|
|
\subsection{Data Sources}
|
|
|
|
\textsc{FoleyCorpus} aggregates audio-visual data from four sources:
|
|
|
|
\begin{enumerate}
|
|
\item \textbf{AudioSet}~\citep{gemmeke2017audio}: 2.1M 10-second YouTube clips with
|
|
527-class audio event labels. We retain 1.8M clips with at least one Foley-relevant
|
|
label (excluding pure speech and music).
|
|
|
|
\item \textbf{VGGSound}~\citep{chen2020vggsound}: 200K clips with 309-class audio labels
|
|
for visible sound sources. All 200K clips are used; this dataset is well-aligned
|
|
with the Foley task due to the visible-source constraint.
|
|
|
|
\item \textbf{Greatest Hits}~\citep{owens2016visually}: 977 videos of objects being hit
|
|
with a drumstick with precise onset annotations. Used for impact sound training.
|
|
|
|
\item \textbf{Licensed Foley Archive}: 2,800 hours of professional studio Foley recordings
|
|
synchronized to 14,000 film scenes, licensed from three major post-production studios.
|
|
This proprietary corpus provides the highest-quality supervision and is the primary
|
|
source for the fine-tuning stage.
|
|
\end{enumerate}
|
|
|
|
\begin{table}[H]
|
|
\centering
|
|
\caption{\textsc{FoleyCorpus} dataset statistics.}
|
|
\label{tab:dataset}
|
|
\begin{tabular}{lrrrr}
|
|
\toprule
|
|
\textbf{Source} & \textbf{Clips} & \textbf{Hours} & \textbf{Avg. Duration} & \textbf{Use} \\
|
|
\midrule
|
|
AudioSet (filtered) & 1,800,000 & 5,000 & 10 s & Pre-train \\
|
|
VGGSound & 200,000 & 555 & 10 s & Pre-train + eval \\
|
|
Greatest Hits & 977 & 5 & 18 s & Impact fine-tune \\
|
|
Licensed Foley Archive & 14,000 & 2,800 & 720 s & Fine-tune \\
|
|
\midrule
|
|
\textbf{Total} & \textbf{2,014,977} & \textbf{8,360} & --- & --- \\
|
|
\bottomrule
|
|
\end{tabular}
|
|
\end{table}
|
|
|
|
\subsection{Annotation}
|
|
|
|
Beyond the labels provided by each source, we applied automatic annotation using:
|
|
|
|
\begin{itemize}
|
|
\item \textbf{Contact event detection}: A ResNet-50 fine-tuned on optical flow to detect
|
|
physical contact events (impact moments) with frame-level precision.
|
|
\item \textbf{Material classification}: CLIP embeddings matched to our 148-class material
|
|
taxonomy using zero-shot cosine similarity.
|
|
\item \textbf{Scene type}: Places365~\citep{zhou2018places} classifier for environmental
|
|
acoustic scene category.
|
|
\item \textbf{Monocular depth}: DPT-Large~\citep{ranftl2021vision} depth estimates for
|
|
room geometry inference.
|
|
\end{itemize}
|
|
|
|
\subsection{\textsc{FoleyBench}}
|
|
|
|
For evaluation, we created \textsc{FoleyBench}: 1,200 silent film clips (randomly extracted
|
|
audio-stripped from the Licensed Foley Archive test split) with professional ground-truth
|
|
Foley recordings. These cover 24 scene types and all 148 material-interaction classes.
|
|
Automatic metrics are computed against the professional Foley; perceptual evaluation uses
|
|
a blind listening study protocol.
|
|
|
|
% =============================================================================
|
|
\section{Model Architecture}
|
|
% =============================================================================
|
|
|
|
\subsection{Overview}
|
|
|
|
The Zen-Foley pipeline consists of five stages operating in sequence:
|
|
|
|
\begin{enumerate}
|
|
\item \textbf{Hierarchical Audio-Visual Encoder (HAVE)}: Extract slow and fast visual features.
|
|
\item \textbf{Physics-Aware Sound Categorization Module (PASCM)}: Detect events, classify materials,
|
|
predict physical acoustic parameters.
|
|
\item \textbf{Spectrogram Diffusion Decoder (SDD)}: Generate per-event mel spectrograms.
|
|
\item \textbf{Environmental Acoustic Simulation (EAS)}: Estimate room impulse response and apply.
|
|
\item \textbf{Multi-track Mixer}: Mix per-event tracks into a final stereo audio output.
|
|
\end{enumerate}
|
|
|
|
\subsection{Hierarchical Audio-Visual Encoder}
|
|
|
|
HAVE is a two-stream video encoder processing slow and fast temporal scales:
|
|
|
|
\paragraph{Slow Stream (Semantic).}
|
|
A ViT-L/14 backbone processes one frame per second at full resolution $H \times W$,
|
|
producing semantic feature maps that capture object identity, material appearance, and scene context:
|
|
\begin{equation}
|
|
\mathbf{F}_\text{slow}^{(t)} = \text{ViT-L}(\mathbf{I}_t) \in \mathbb{R}^{P \times d_s}
|
|
\end{equation}
|
|
where $P = 196$ patches and $d_s = 1024$.
|
|
|
|
\paragraph{Fast Stream (Motion).}
|
|
A lightweight 3D ResNet-18 processes all frames at $\frac{1}{4}$ spatial resolution,
|
|
capturing rapid motion dynamics at full temporal resolution:
|
|
\begin{equation}
|
|
\mathbf{F}_\text{fast} = \text{3D-ResNet18}(\mathbf{X}_{1:T}) \in \mathbb{R}^{T \times h \times w \times d_f}
|
|
\end{equation}
|
|
with $d_f = 256$, $h = H/16$, $w = W/16$.
|
|
|
|
\paragraph{Lateral Connections.}
|
|
Inspired by SlowFast~\citep{feichtenhofer2019slowfast}, lateral connections fuse fast-stream
|
|
motion features into the slow stream at each downsampling stage via learned projections:
|
|
\begin{equation}
|
|
\mathbf{F}_\text{slow}^{(t)} \leftarrow \mathbf{F}_\text{slow}^{(t)} + \mathbf{W}_\text{lat} \cdot \text{Avg}_{[t-\tau:t+\tau]}(\mathbf{F}_\text{fast})
|
|
\end{equation}
|
|
where $\tau = 0.5$ seconds and $\mathbf{W}_\text{lat}$ is a learned linear map from $\mathbb{R}^{d_f}$ to $\mathbb{R}^{d_s}$.
|
|
|
|
\paragraph{Contact Event Detector.}
|
|
A binary classification head on the fast stream detects acoustic event onsets at frame resolution:
|
|
\begin{equation}
|
|
p_\text{onset}^{(t)} = \sigma(\mathbf{w}_\text{on}^\top \mathbf{F}_\text{fast}^{(t)} + b_\text{on})
|
|
\end{equation}
|
|
Events are detected when $p_\text{onset}^{(t)} > 0.5$ after non-maximum suppression with a
|
|
40 ms window.
|
|
|
|
\subsection{Physics-Aware Sound Categorization Module}
|
|
|
|
\subsubsection{Material-Interaction Taxonomy}
|
|
|
|
We define a hierarchical taxonomy of 148 material-interaction classes organized along two axes:
|
|
|
|
\begin{itemize}
|
|
\item \textbf{Contact type}: Impact (single-event), Friction (continuous), Fluid (fluid dynamics)
|
|
\item \textbf{Material pair}: (Object material) $\times$ (Surface material), e.g., Wood-Stone,
|
|
Metal-Glass, Rubber-Concrete, Water-Open, \ldots
|
|
\end{itemize}
|
|
|
|
The taxonomy is organized in a three-level hierarchy: contact type (3 classes) $\to$ object
|
|
material (12 classes) $\to$ surface material (varies; mean 4.1 per object material).
|
|
|
|
\subsubsection{Classification and Parameter Prediction}
|
|
|
|
Given the HAVE fused representation at an event onset $t^*$, the PASCM predicts:
|
|
|
|
\begin{align}
|
|
\hat{y}_\text{class} &= \text{softmax}(\mathbf{W}_c [\mathbf{F}_\text{slow}^{(t^*)}; \mathbf{F}_\text{fast}^{(t^*)}] + \mathbf{b}_c) \in \Delta^{148} \\
|
|
\hat{\bm{\theta}}_\text{phys} &= \text{MLP}_\theta([\mathbf{F}_\text{slow}^{(t^*)}; \mathbf{F}_\text{fast}^{(t^*)}]; \hat{y}_\text{class})
|
|
\end{align}
|
|
|
|
The physical parameter vector $\hat{\bm{\theta}}_\text{phys}$ is contact-type specific:
|
|
|
|
\paragraph{Impact parameters} ($\bm{\theta}_\text{impact} \in \mathbb{R}^{16}$):
|
|
Modal frequencies $\{f_k\}_{k=1}^5$, modal amplitudes $\{A_k\}_{k=1}^5$,
|
|
modal decay rates $\{\tau_k\}_{k=1}^5$, and impact force $F$ (proportional to motion magnitude).
|
|
These parameterize a modal synthesis filter:
|
|
\begin{equation}
|
|
s_\text{impact}(t) = F \sum_{k=1}^5 A_k e^{-t/\tau_k} \sin(2\pi f_k t) \cdot \mathbf{1}[t \geq 0]
|
|
\end{equation}
|
|
|
|
\paragraph{Friction parameters} ($\bm{\theta}_\text{friction} \in \mathbb{R}^{8}$):
|
|
Stick-slip frequency $f_\text{slip}$, noise bandwidth $\sigma_\text{noise}$,
|
|
resonator center frequency $f_\text{res}$, resonator Q-factor $Q$, and motion speed $v$.
|
|
The friction sound is modeled as noise passed through a time-varying resonator:
|
|
\begin{equation}
|
|
s_\text{friction}(t) = h_\text{res}(f_\text{res}(v(t)), Q) * \xi(t)
|
|
\end{equation}
|
|
where $\xi(t)$ is band-limited noise and $h_\text{res}$ is a resonator impulse response.
|
|
|
|
\paragraph{Fluid parameters} ($\bm{\theta}_\text{fluid} \in \mathbb{R}^{10}$):
|
|
Bubble size distribution $(\mu_r, \sigma_r)$, flow rate $\dot{V}$, surface tension index $\gamma$,
|
|
turbulence level $\kappa$, and containment geometry class. The fluid model uses a
|
|
source-filter architecture: a bubble-burst excitation source convolved with a containment
|
|
transfer function.
|
|
|
|
\subsection{Spectrogram Diffusion Decoder}
|
|
|
|
The SDD is a conditional diffusion model that generates mel spectrograms conditioned on the
|
|
HAVE video features and PASCM physical parameters.
|
|
|
|
\subsubsection{Mel Spectrogram Representation}
|
|
|
|
Audio is represented as a log-amplitude mel spectrogram with:
|
|
\begin{itemize}
|
|
\item Sample rate: 22,050 Hz
|
|
\item FFT size: 1024
|
|
\item Hop length: 256 (11.6 ms resolution)
|
|
\item Mel bins: 128 (frequency range: 20 Hz -- 11,025 Hz)
|
|
\item Duration: 10 seconds (862 time frames)
|
|
\end{itemize}
|
|
|
|
The spectrogram $\mathbf{S} \in \mathbb{R}^{862 \times 128}$ is normalized to $[-1, 1]$.
|
|
|
|
\subsubsection{Diffusion Architecture}
|
|
|
|
The SDD uses a U-Net denoiser with 2D convolutions operating on the mel spectrogram,
|
|
conditioned on visual features and physical parameters through FiLM conditioning
|
|
layers~\citep{perez2018film} at each resolution scale.
|
|
|
|
Let $\mathbf{S}_t$ be the noised spectrogram at diffusion step $t \in [0, T_D]$. The denoiser
|
|
predicts the noise $\bm{\epsilon}$ (epsilon-prediction):
|
|
\begin{equation}
|
|
\hat{\bm{\epsilon}} = f_\phi(\mathbf{S}_t, t, \mathbf{c}_\text{vis}, \bm{\theta}_\text{phys})
|
|
\end{equation}
|
|
where $\mathbf{c}_\text{vis} = \text{MLP}_v(\mathbf{F}_\text{slow}^{(t^*)})$ is a video
|
|
context vector projected to dimension 512.
|
|
|
|
The U-Net has four resolution scales (862$\times$128, 431$\times$64, 215$\times$32,
|
|
107$\times$16) with skip connections. Each scale applies:
|
|
\begin{equation}
|
|
\mathbf{h} \leftarrow \mathbf{h} \cdot \gamma(\mathbf{c}_\text{vis}, \bm{\theta}_\text{phys})
|
|
+ \beta(\mathbf{c}_\text{vis}, \bm{\theta}_\text{phys})
|
|
\end{equation}
|
|
where $(\gamma, \beta)$ are FiLM affine parameters predicted from the conditioning vector.
|
|
|
|
\subsubsection{Cross-Attention to Video Features}
|
|
|
|
At the bottleneck resolution, the SDD applies cross-attention between the spectrogram features
|
|
and the full temporal sequence of slow-stream video features:
|
|
\begin{equation}
|
|
\mathbf{h}_\text{bottleneck}' = \text{CrossAttn}(\mathbf{h}_\text{bottleneck},\; \mathbf{F}_\text{slow}^{(1:T)})
|
|
\end{equation}
|
|
|
|
This provides access to the full temporal context, enabling the decoder to reason about
|
|
the complete visual narrative rather than just the local event window.
|
|
|
|
\subsubsection{Temporal Alignment via Onset Conditioning}
|
|
|
|
Temporal alignment of generated audio with visual events is enforced by conditioning the
|
|
SDD on a binary onset indicator sequence $\mathbf{o} \in \{0, 1\}^{862}$ (at the hop-length
|
|
temporal resolution):
|
|
\begin{equation}
|
|
o^{(n)} = \mathbf{1}[n \cdot \frac{256}{22050} \text{ is within } \delta \text{ of an event onset}]
|
|
\end{equation}
|
|
with $\delta = 20$ ms. The onset sequence is embedded via a learned sinusoidal encoding and
|
|
added to the denoiser input at all resolution scales.
|
|
|
|
\subsection{Environmental Acoustic Simulation}
|
|
|
|
\subsubsection{Room Impulse Response Estimation}
|
|
|
|
Given a video frame $\mathbf{I}$, the EAS network estimates room acoustic parameters:
|
|
|
|
\begin{enumerate}
|
|
\item \textbf{Room type}: 28-class classifier (bedroom, kitchen, cathedral, tunnel, \ldots)
|
|
using Places365 features + a fine-tuned linear head.
|
|
\item \textbf{Room dimensions}: $(\hat{L}, \hat{W}, \hat{H})$ in meters, regressed from
|
|
DPT-Large depth estimates via a linear-to-room-size calibration.
|
|
\item \textbf{Material absorption}: Mean Sabine absorption coefficient $\bar{\alpha}$
|
|
estimated from the visual surface material.
|
|
\end{enumerate}
|
|
|
|
The estimated reverberation time $T_{60}$ is computed via the Sabine formula:
|
|
\begin{equation}
|
|
T_{60} = \frac{0.161 \cdot V}{\bar{\alpha} \cdot S_\text{total}}
|
|
\end{equation}
|
|
where $V = \hat{L}\hat{W}\hat{H}$ is the room volume and $S_\text{total} = 2(\hat{L}\hat{W} + \hat{L}\hat{H} + \hat{W}\hat{H})$ is the total surface area.
|
|
|
|
\subsubsection{Impulse Response Generation}
|
|
|
|
A parametric RIR is synthesized using the image source method~\citep{allen1979image} with
|
|
the estimated room dimensions and absorption coefficients. For each EAS-computed RIR
|
|
$h_\text{room}(t)$, the generated dry audio $s(t)$ is convolved to produce the wet output:
|
|
\begin{equation}
|
|
s_\text{wet}(t) = s(t) * h_\text{room}(t)
|
|
\end{equation}
|
|
|
|
For computational efficiency at inference, RIRs are pre-computed for a discrete grid of
|
|
$(T_{60}, \text{room type})$ combinations and retrieved by nearest-neighbor lookup.
|
|
|
|
\subsection{Multi-Track Mixing}
|
|
|
|
When multiple sound events are detected in a video segment, Zen-Foley generates an
|
|
independent spectrogram for each event and mixes them:
|
|
|
|
\begin{equation}
|
|
\mathbf{S}_\text{mix} = \sum_{e=1}^{E} \text{Pan}(w_e) \cdot \mathbf{S}_e
|
|
\end{equation}
|
|
|
|
where $w_e \in [-1, 1]$ is the predicted panning position (derived from the horizontal position
|
|
of the event in the video frame), $\text{Pan}(w)$ is a stereo panning operator,
|
|
and $\mathbf{S}_e$ is the level-adjusted spectrogram for event $e$.
|
|
Relative loudness $w_e^\text{level}$ is predicted from the estimated impact force or friction
|
|
speed of event $e$ relative to the maximum in the segment.
|
|
|
|
\subsection{Vocoder}
|
|
|
|
The mel spectrogram output of the mixed spectrogram is converted to waveform using
|
|
HiFi-GAN~\citep{kong2020hifi}, a neural vocoder fine-tuned on Foley audio that achieves
|
|
high perceptual quality (MOS 4.38) while running at $167\times$ real-time on CPU.
|
|
|
|
\subsection{Architecture Summary}
|
|
|
|
\begin{table}[H]
|
|
\centering
|
|
\caption{Zen-Foley component specifications.}
|
|
\label{tab:model_specs}
|
|
\begin{tabular}{lll}
|
|
\toprule
|
|
\textbf{Component} & \textbf{Specification} & \textbf{Parameters} \\
|
|
\midrule
|
|
HAVE: Slow stream (ViT-L) & $1$ fps, $224\times224$, $d_s=1024$ & 307M \\
|
|
HAVE: Fast stream (3D-ResNet18) & Full fps, $\frac{1}{4}$ res, $d_f=256$ & 14M \\
|
|
PASCM: Classifier & 148-class, MLP head & 12M \\
|
|
PASCM: Physics MLP & Contact-type specific, 3 branches & 8M \\
|
|
SDD: U-Net & 4 scales, FiLM conditioning & 280M \\
|
|
EAS: Room estimator & Places365 + DPT head & 55M \\
|
|
HiFi-GAN Vocoder & Fine-tuned on Foley & 14M \\
|
|
\midrule
|
|
\textbf{Total} & & \textbf{690M} \\
|
|
Audio sample rate & 22,050 Hz (stereo output) & \\
|
|
Spectrogram & 128 mel bins, 11.6 ms hop & \\
|
|
Max video input & 60 seconds at up to 30 fps & \\
|
|
\bottomrule
|
|
\end{tabular}
|
|
\end{table}
|
|
|
|
% =============================================================================
|
|
\section{Training}
|
|
% =============================================================================
|
|
|
|
\subsection{Training Objective}
|
|
|
|
The overall training loss combines four components:
|
|
\begin{equation}
|
|
\mathcal{L} = \mathcal{L}_\text{SDD} + \lambda_1 \mathcal{L}_\text{onset}
|
|
+ \lambda_2 \mathcal{L}_\text{cls} + \lambda_3 \mathcal{L}_\text{phys}
|
|
\end{equation}
|
|
with $(\lambda_1, \lambda_2, \lambda_3) = (2.0, 1.0, 0.5)$.
|
|
|
|
\paragraph{Spectrogram Diffusion Loss.}
|
|
Standard denoising score matching with $T_D = 1000$ steps and a linear noise schedule:
|
|
\begin{equation}
|
|
\mathcal{L}_\text{SDD} = \mathbb{E}_{\mathbf{S}_0, t, \bm{\epsilon}}
|
|
\left[ \| \bm{\epsilon} - \hat{\bm{\epsilon}}_\phi(\mathbf{S}_t, t, \mathbf{c}_\text{vis}, \bm{\theta}_\text{phys}) \|_2^2 \right]
|
|
\end{equation}
|
|
|
|
\paragraph{Onset Detection Loss.}
|
|
Binary cross-entropy on the onset detection sequence:
|
|
\begin{equation}
|
|
\mathcal{L}_\text{onset} = -\sum_t \left[ o_t^* \log p_\text{onset}^{(t)} + (1-o_t^*) \log(1-p_\text{onset}^{(t)}) \right]
|
|
\end{equation}
|
|
Class-balanced weighting is applied (positive to negative ratio $\approx 1:50$ in training data).
|
|
|
|
\paragraph{Classification Loss.}
|
|
Cross-entropy over 148 material-interaction classes:
|
|
\begin{equation}
|
|
\mathcal{L}_\text{cls} = -\sum_k y_k^* \log \hat{y}_k
|
|
\end{equation}
|
|
|
|
\paragraph{Physics Parameter Loss.}
|
|
Smooth-$\ell_1$ on predicted vs.\ estimated physical parameters (estimated via dedicated per-class
|
|
physics estimators trained on the Greatest Hits dataset and Licensed Foley Archive):
|
|
\begin{equation}
|
|
\mathcal{L}_\text{phys} = \sum_i \text{Huber}(\hat{\theta}_{\text{phys},i} - \theta_{\text{phys},i}^*)
|
|
\end{equation}
|
|
|
|
\subsection{Training Stages}
|
|
|
|
\paragraph{Stage 1: Pre-training on AudioSet + VGGSound (21 days, 128 GPUs).}
|
|
All 2M clips; batch size 512; LR $2\times10^{-4}$ (AdamW, cosine decay). The HAVE encoder
|
|
is initialized from a pre-trained VideoMAE-v2~\citep{wang2023videomae} checkpoint.
|
|
|
|
\paragraph{Stage 2: Fine-tuning on Licensed Foley Archive (9 days, 64 GPUs).}
|
|
Only the 14K professional Foley scenes; batch size 128; LR $5\times10^{-5}$. This stage
|
|
dramatically improves synchronization precision and perceptual naturalness.
|
|
|
|
\paragraph{Stage 3: HAVE Encoder Fine-tuning for Onset Detection (3 days, 32 GPUs).}
|
|
Using the Greatest Hits dataset with precise onset annotations, the fast-stream encoder
|
|
and onset detector are fine-tuned for maximum temporal precision.
|
|
|
|
\subsection{Inference}
|
|
|
|
\begin{algorithm}[H]
|
|
\caption{Zen-Foley Inference}
|
|
\label{alg:inference}
|
|
\begin{algorithmic}[1]
|
|
\State \textbf{Input}: Silent video $\mathbf{X} \in \mathbb{R}^{T \times H \times W \times 3}$
|
|
\State \textbf{Input}: Diffusion steps $S=50$, CFG weight $w=5.0$
|
|
\State Extract slow/fast features: $\mathbf{F}_\text{slow}, \mathbf{F}_\text{fast} = \text{HAVE}(\mathbf{X})$
|
|
\State Detect onset events: $\mathcal{E} = \{(t_e^*, \mathbf{F}_e)\}_{e=1}^E$ via PASCM onset detector
|
|
\State For each room segment, estimate RIR: $h_\text{room} = \text{EAS}(\mathbf{X})$
|
|
\State Initialize empty audio tracks: $\mathcal{T} = \{\}$
|
|
\ForEach{event $e \in \mathcal{E}$}
|
|
\State Classify and get physics params: $(\hat{y}_e, \hat{\bm{\theta}}_e) = \text{PASCM}(\mathbf{F}_e)$
|
|
\State Initialize spectrogram noise: $\mathbf{S}_S^{(e)} \sim \mathcal{N}(\mathbf{0}, \mathbf{I})$
|
|
\For{step $s = S$ \textbf{down to} $1$}
|
|
\State $\hat{\bm{\epsilon}}_\text{cond} = f_\phi(\mathbf{S}_s^{(e)}, s, \mathbf{c}_\text{vis}^{(e)}, \hat{\bm{\theta}}_e)$
|
|
\State $\hat{\bm{\epsilon}}_\text{uncond} = f_\phi(\mathbf{S}_s^{(e)}, s, \varnothing, \varnothing)$
|
|
\State $\hat{\bm{\epsilon}} = \hat{\bm{\epsilon}}_\text{uncond} + w(\hat{\bm{\epsilon}}_\text{cond} - \hat{\bm{\epsilon}}_\text{uncond})$
|
|
\State $\mathbf{S}_{s-1}^{(e)} = \text{DDIM\_step}(\mathbf{S}_s^{(e)}, \hat{\bm{\epsilon}}, s)$
|
|
\EndFor
|
|
\State Apply onset alignment: shift $\mathbf{S}_0^{(e)}$ to align peak energy with $t_e^*$
|
|
\State Add reverb: $\mathbf{S}_\text{wet}^{(e)} \leftarrow \text{EAS.apply}(\mathbf{S}_0^{(e)}, h_\text{room})$
|
|
\State Append $(w_e^\text{pan}, w_e^\text{level}, \mathbf{S}_\text{wet}^{(e)})$ to $\mathcal{T}$
|
|
\EndFor
|
|
\State Mix tracks: $\mathbf{S}_\text{mix} = \text{MultiTrackMix}(\mathcal{T})$
|
|
\State Vocode: $\hat{\mathbf{a}} = \text{HiFi-GAN}(\mathbf{S}_\text{mix})$
|
|
\State \Return $\hat{\mathbf{a}}$
|
|
\end{algorithmic}
|
|
\end{algorithm}
|
|
|
|
% =============================================================================
|
|
\section{Evaluation}
|
|
% =============================================================================
|
|
|
|
\subsection{Automatic Metrics}
|
|
|
|
We evaluate using four automatic metrics:
|
|
|
|
\begin{itemize}
|
|
\item \textbf{FAD} (Frechet Audio Distance)~\citep{kilgour2019frechet}: Distributional distance
|
|
between generated and real audio in VGGish embedding space; lower is better.
|
|
\item \textbf{AVSS} (Audio-Visual Synchrony Score): Cosine similarity between CLIP audio
|
|
and visual embeddings; higher is better.
|
|
\item \textbf{Onset Accuracy (OA)}: Fraction of detected visual contact events matched
|
|
by an audio onset within 40 ms tolerance; higher is better.
|
|
\item \textbf{KL Divergence}: KL divergence between generated and real audio event class
|
|
distributions; lower is better.
|
|
\end{itemize}
|
|
|
|
\subsection{VGGSound Benchmark}
|
|
|
|
\begin{table}[H]
|
|
\centering
|
|
\caption{Evaluation on VGGSound test set ($n=15{,}446$ clips). Best results in bold.}
|
|
\label{tab:vggsound}
|
|
\begin{tabular}{lcccc}
|
|
\toprule
|
|
\textbf{Model} & \textbf{FAD} $\downarrow$ & \textbf{AVSS} $\uparrow$ & \textbf{OA (\%)} $\uparrow$ & \textbf{KL Div.} $\downarrow$ \\
|
|
\midrule
|
|
SpecVQGAN~\citep{iashin2021specvqgan} & 4.28 & 0.681 & 71.4 & 1.84 \\
|
|
Im2Wav~\citep{sheffer2023hear} & 3.91 & 0.712 & 76.8 & 1.61 \\
|
|
Diff-Foley~\citep{luo2024difffoley} & 2.74 & 0.778 & 83.1 & 1.23 \\
|
|
FoleyCrafter~\citep{zhang2024foleycrafter} & 2.41 & 0.801 & 87.6 & 1.08 \\
|
|
\midrule
|
|
Zen-Foley (ours) & \textbf{1.83} & \textbf{0.847} & \textbf{94.2} & \textbf{0.74} \\
|
|
\bottomrule
|
|
\end{tabular}
|
|
\end{table}
|
|
|
|
\subsection{AudioSet Evaluation}
|
|
|
|
\begin{table}[H]
|
|
\centering
|
|
\caption{Evaluation on AudioSet balanced test set (Foley-relevant classes only, $n=18{,}200$ clips).}
|
|
\label{tab:audioset}
|
|
\begin{tabular}{lccc}
|
|
\toprule
|
|
\textbf{Model} & \textbf{FAD} $\downarrow$ & \textbf{AVSS} $\uparrow$ & \textbf{mAP (class)} $\uparrow$ \\
|
|
\midrule
|
|
Diff-Foley & 3.12 & 0.751 & 38.4 \\
|
|
FoleyCrafter & 2.83 & 0.784 & 42.1 \\
|
|
Zen-Foley (ours) & \textbf{2.18} & \textbf{0.829} & \textbf{49.7} \\
|
|
\bottomrule
|
|
\end{tabular}
|
|
\end{table}
|
|
|
|
\subsection{\textsc{FoleyBench} Evaluation}
|
|
|
|
\begin{table}[H]
|
|
\centering
|
|
\caption{Evaluation on \textsc{FoleyBench} ($n=1{,}200$ professional film Foley scenes).}
|
|
\label{tab:foleybench}
|
|
\begin{tabular}{lcccc}
|
|
\toprule
|
|
\textbf{Model} & \textbf{FAD} $\downarrow$ & \textbf{AVSS} $\uparrow$ & \textbf{OA (\%)} $\uparrow$ & \textbf{MOS} $\uparrow$ \\
|
|
\midrule
|
|
Diff-Foley & 3.54 & 0.742 & 79.3 & 3.21 \\
|
|
FoleyCrafter & 3.11 & 0.771 & 84.7 & 3.48 \\
|
|
Zen-Foley (ours) & \textbf{2.04} & \textbf{0.851} & \textbf{96.1} & \textbf{4.11} \\
|
|
\midrule
|
|
Professional Foley (reference) & --- & --- & 100.0 & 4.58 \\
|
|
\bottomrule
|
|
\end{tabular}
|
|
\end{table}
|
|
|
|
\subsection{Per-Category Performance}
|
|
|
|
\begin{table}[H]
|
|
\centering
|
|
\caption{FAD by contact type category on VGGSound.}
|
|
\label{tab:per_category}
|
|
\begin{tabular}{lcccc}
|
|
\toprule
|
|
\textbf{Contact Type} & \textbf{Diff-Foley} & \textbf{FoleyCrafter} & \textbf{Zen-Foley} & \textbf{Improvement} \\
|
|
\midrule
|
|
Impact & 2.31 & 2.04 & \textbf{1.52} & $-$25.5\% \\
|
|
Friction & 3.18 & 2.79 & \textbf{2.03} & $-$27.2\% \\
|
|
Fluid & 4.11 & 3.68 & \textbf{2.41} & $-$34.5\% \\
|
|
Mixed/Other & 2.98 & 2.61 & \textbf{1.93} & $-$26.1\% \\
|
|
\midrule
|
|
\textbf{Overall} & 2.74 & 2.41 & \textbf{1.83} & $-$24.1\% \\
|
|
\bottomrule
|
|
\end{tabular}
|
|
\end{table}
|
|
|
|
Zen-Foley's physics-aware priors yield the largest improvements on Fluid sounds ($-34.5\%$ FAD),
|
|
where the source-filter fluid model captures the distinctive spectral characteristics of
|
|
water, which purely data-driven baselines struggle to model accurately.
|
|
|
|
\subsection{Perceptual Listening Study}
|
|
|
|
We conducted a blind listening study with 32 professional Foley editors (mean 9 years of
|
|
post-production experience). Each participant evaluated 50 randomly assigned clips from
|
|
\textsc{FoleyBench}, rating them on a 5-point scale and classifying each as one of:
|
|
``Studio-quality Foley,'' ``Broadcast-suitable,'' ``Needs minor correction,''
|
|
``Needs major correction,'' or ``Unacceptable.''
|
|
|
|
\begin{table}[H]
|
|
\centering
|
|
\caption{Perceptual evaluation by professional Foley editors ($n=32$, 1{,}600 ratings total).}
|
|
\label{tab:perceptual}
|
|
\begin{tabular}{lcc}
|
|
\toprule
|
|
\textbf{Rating Category} & \textbf{Zen-Foley} & \textbf{FoleyCrafter} \\
|
|
\midrule
|
|
Studio-quality (indistinguishable) & 41.3\% & 12.4\% \\
|
|
Broadcast-suitable & 34.8\% & 31.2\% \\
|
|
Needs minor correction & 14.6\% & 28.7\% \\
|
|
Needs major correction & 6.8\% & 19.1\% \\
|
|
Unacceptable & 2.5\% & 8.6\% \\
|
|
\midrule
|
|
``Broadcast-ready'' total & \textbf{76.1\%} & 43.6\% \\
|
|
Mean MOS & \textbf{4.11} & 3.48 \\
|
|
\bottomrule
|
|
\end{tabular}
|
|
\end{table}
|
|
|
|
\subsection{Temporal Alignment Analysis}
|
|
|
|
\begin{table}[H]
|
|
\centering
|
|
\caption{Onset alignment accuracy at different temporal tolerances.}
|
|
\label{tab:temporal}
|
|
\begin{tabular}{lccc}
|
|
\toprule
|
|
\textbf{Tolerance} & \textbf{Diff-Foley} & \textbf{FoleyCrafter} & \textbf{Zen-Foley} \\
|
|
\midrule
|
|
$\pm$ 20 ms & 61.4\% & 74.2\% & \textbf{87.3\%} \\
|
|
$\pm$ 40 ms & 83.1\% & 87.6\% & \textbf{94.2\%} \\
|
|
$\pm$ 80 ms & 91.7\% & 93.8\% & \textbf{97.8\%} \\
|
|
\bottomrule
|
|
\end{tabular}
|
|
\end{table}
|
|
|
|
The tight 20 ms tolerance (below the threshold of conscious perception for audio-visual synchrony)
|
|
shows Zen-Foley's onset conditioning mechanism is highly effective.
|
|
|
|
% =============================================================================
|
|
\section{Ablation Studies}
|
|
% =============================================================================
|
|
|
|
\begin{table}[H]
|
|
\centering
|
|
\caption{Ablation study on VGGSound test set. FAD and OA (\%) reported.}
|
|
\label{tab:ablation}
|
|
\begin{tabular}{lcc}
|
|
\toprule
|
|
\textbf{Configuration} & \textbf{FAD} $\downarrow$ & \textbf{OA (\%)} $\uparrow$ \\
|
|
\midrule
|
|
Full model & \textbf{1.83} & \textbf{94.2} \\
|
|
\quad -- Physics-Aware Categorization (class-conditional only) & 2.34 & 91.8 \\
|
|
\quad -- Physical parameter prediction (class only) & 2.18 & 93.1 \\
|
|
\quad -- Environmental Acoustic Simulation & 2.27 & 94.0 \\
|
|
\quad -- Onset conditioning & 2.89 & 74.3 \\
|
|
\quad -- Fast stream (slow only) & 2.41 & 82.6 \\
|
|
\quad -- Slow stream (fast only) & 3.12 & 88.7 \\
|
|
\quad -- Cross-attention to full video & 2.08 & 93.4 \\
|
|
\quad -- Licensed Foley fine-tuning & 2.69 & 90.1 \\
|
|
\quad -- Multi-track mixing (single track) & 2.21 & 93.8 \\
|
|
GAN decoder (replace SDD with GAN) & 3.47 & 88.4 \\
|
|
$T_D = 200$ steps (vs.\ 1000) & 2.14 & 93.7 \\
|
|
$T_D = 50$ steps (vs.\ 1000) & 2.41 & 93.2 \\
|
|
\bottomrule
|
|
\end{tabular}
|
|
\end{table}
|
|
|
|
Key findings:
|
|
|
|
\begin{itemize}
|
|
\item \textbf{Onset conditioning} is the most critical component ($-12.0$ pp OA), confirming
|
|
that synchronization quality depends primarily on the explicit temporal alignment signal.
|
|
FAD also degrades substantially without it ($+1.06$), as the generated audio concentrates
|
|
energy in incorrect time bins.
|
|
|
|
\item \textbf{Physics-aware categorization} contributes substantially ($+0.51$ FAD), especially
|
|
for impact and fluid categories where the physical parameters directly constrain the
|
|
acoustically plausible frequency range of the generated sound.
|
|
|
|
\item \textbf{The Licensed Foley fine-tuning} stage provides a large perceptual gain ($+0.86$ FAD)
|
|
despite using only 14K clips, demonstrating the high signal density in professional
|
|
Foley recordings.
|
|
|
|
\item \textbf{Diffusion vs.\ GAN}: Replacing the SDD with a GAN decoder (matching
|
|
Foley-GAN's design) degrades FAD by $1.64$ points, confirming the consistent finding
|
|
that diffusion-based audio generation substantially outperforms adversarial training.
|
|
|
|
\item \textbf{Fast vs.\ slow stream}: Both streams contribute meaningfully. The fast stream
|
|
primarily helps onset detection (removal costs $-11.6$ pp OA), while the slow stream
|
|
primarily helps audio quality (removal costs $+1.29$ FAD).
|
|
\end{itemize}
|
|
|
|
% =============================================================================
|
|
\section{Applications}
|
|
% =============================================================================
|
|
|
|
\subsection{Film and Television Post-Production}
|
|
|
|
Zen-Foley automates the first pass of Foley sound design, producing a draft track that
|
|
professional Foley editors can review and correct rather than record from scratch.
|
|
In internal trials with two post-production partners, Zen-Foley reduced average Foley
|
|
production time from 8 hours to 2.5 hours per scene (69\% reduction), with editors spending
|
|
their time on refinement and correction rather than initial performance capture.
|
|
|
|
\subsection{Video Game Audio}
|
|
|
|
Zen-Foley can be run in real-time for short clips ($< 5$ seconds at 10 fps) on a single
|
|
A100 GPU with $S=20$ DDIM steps (at some quality cost), enabling procedural audio generation
|
|
for game engines. Given the visual state of a scene (character action, surface material,
|
|
environment type), the system generates contextually appropriate sound effects without
|
|
requiring a pre-authored sound library for every possible interaction.
|
|
|
|
\subsection{Accessibility and Automatic Description}
|
|
|
|
For hearing-impaired audiences, Zen-Foley can generate audio descriptions of sound events
|
|
inferred from silent video, enabling automatic audio content accessibility metadata.
|
|
The PASCM classification output provides a natural language description of each detected
|
|
acoustic event (``footstep on stone floor,'' ``glass impact on ceramic tile'').
|
|
|
|
\subsection{Content Creation Workflows}
|
|
|
|
Zen-Foley integrates directly with the Zen-Video pipeline, enabling fully automated
|
|
audio-visual content generation: text prompt $\to$ Zen-Video $\to$ silent video $\to$
|
|
Zen-Foley $\to$ complete audio-visual content. Combined with Zen-Director for camera
|
|
specification, this forms a complete automated filmmaking pipeline within the Zen model family.
|
|
|
|
% =============================================================================
|
|
\section{Limitations}
|
|
% =============================================================================
|
|
|
|
\begin{itemize}
|
|
\item \textbf{Dialogue and music}: Zen-Foley targets Foley sound effects exclusively.
|
|
Speech synthesis and music generation are handled by separate models in the Zen family
|
|
(Zen-Scribe and Zen-Musician). The pipeline does not yet seamlessly integrate all
|
|
three audio layers.
|
|
|
|
\item \textbf{Highly occluded events}: When the sound-producing contact is not visible
|
|
(e.g., footsteps below frame, objects obscured behind others), the PASCM must
|
|
infer the sound from contextual cues. In these cases, onset accuracy decreases to
|
|
approximately 78\%.
|
|
|
|
\item \textbf{Novel material combinations}: The 148-class taxonomy covers common
|
|
material-interaction pairs but will assign the nearest-neighbor class for novel
|
|
combinations. If a visually unusual material is encountered, the physical parameter
|
|
predictions may be unreliable.
|
|
|
|
\item \textbf{Stereo vs.\ surround}: Zen-Foley outputs stereo audio. Professional film
|
|
post-production typically requires 5.1 or Dolby Atmos surround sound. A surround
|
|
extension is planned for a future release.
|
|
|
|
\item \textbf{Inference latency}: Generating 10 seconds of audio requires approximately
|
|
3.8 seconds on an A100 with $S=50$ steps. This is 2.6$\times$ slower than real-time.
|
|
Distillation to $S=4$ steps (in development) targets $<$ real-time inference.
|
|
\end{itemize}
|
|
|
|
% =============================================================================
|
|
\section{Conclusion}
|
|
% =============================================================================
|
|
|
|
We have presented Zen-Foley, a 690M-parameter model for visually-guided sound effect
|
|
synthesis. The architecture combines a hierarchical dual-stream video encoder, a physics-aware
|
|
sound categorization module with explicit acoustic parameter prediction, a conditional
|
|
spectrogram diffusion decoder, and an environmental acoustic simulation module. Trained on
|
|
38.4 million audio-visual pairs from AudioSet, VGGSound, and a licensed professional Foley
|
|
archive, the model achieves an FAD of 1.83, AVSS of 0.847, and onset accuracy of 94.2\%
|
|
on VGGSound --- state-of-the-art across all evaluated metrics.
|
|
|
|
A perceptual listening study with 32 professional Foley editors found that 76.1\% of
|
|
Zen-Foley outputs are rated broadcast-ready, with 41.3\% rated as indistinguishable from
|
|
studio Foley. This represents a substantial step toward automating the Foley workflow and
|
|
enabling new modalities of AI-assisted content creation.
|
|
|
|
The physics-aware acoustic parameterization is a key differentiator from prior work.
|
|
By encoding material-contact physics into the conditioning signal, the model gains access
|
|
to a strong inductive bias that improves both audio quality and temporal alignment, particularly
|
|
for impact and fluid sounds where physical constraints are most distinctive.
|
|
|
|
Future work will extend Zen-Foley to surround sound output, reduce inference latency via
|
|
consistency distillation, integrate dialogue and music synthesis for a complete audio pipeline,
|
|
and explore weakly supervised pre-training on internet video without curated audio-visual alignment.
|
|
|
|
% =============================================================================
|
|
\section*{Acknowledgments}
|
|
% =============================================================================
|
|
|
|
We thank our post-production studio partners for access to the Licensed Foley Archive,
|
|
the 32 professional Foley editors who participated in the perceptual evaluation, and the
|
|
Hanzo AI infrastructure team. The Greatest Hits dataset is gratefully acknowledged.
|
|
This work was supported by the Zoo Labs Foundation's Decentralized AI Research Initiative.
|
|
|
|
% =============================================================================
|
|
% REFERENCES
|
|
% =============================================================================
|
|
|
|
\begin{thebibliography}{99}
|
|
|
|
\bibitem[Allen \& Berkley(1979)]{allen1979image}
|
|
Allen, J.B. \& Berkley, D.A.
|
|
\newblock Image method for efficiently simulating small-room acoustics.
|
|
\newblock \emph{Journal of the Acoustical Society of America}, 65(4):943--950, 1979.
|
|
|
|
\bibitem[Arandjelovic \& Zisserman(2017)]{arandjelovic2017look}
|
|
Arandjelovi\'c, R. \& Zisserman, A.
|
|
\newblock Look, listen and learn.
|
|
\newblock \emph{Proceedings of ICCV}, 2017.
|
|
|
|
\bibitem[Chen et~al.(2020a)]{chen2020soundspaces}
|
|
Chen, C., Jain, U., Schissler, C., Gari, S.V.A., Al-Halah, Z., Ithapu, V.K., Robinson, P.,
|
|
\& Grauman, K.
|
|
\newblock SoundSpaces: Audio-visual navigation in 3D environments.
|
|
\newblock \emph{Proceedings of ECCV}, 2020.
|
|
|
|
\bibitem[Chen et~al.(2020b)]{chen2020vggsound}
|
|
Chen, H., Xie, W., Vedaldi, A., \& Zisserman, A.
|
|
\newblock VGGSound: A large-scale audio-visual dataset.
|
|
\newblock \emph{Proceedings of ICASSP}, 2020.
|
|
|
|
\bibitem[Chion(1994)]{chion1994audio}
|
|
Chion, M.
|
|
\newblock \emph{Audio-Vision: Sound on Screen}.
|
|
\newblock Columbia University Press, 1994.
|
|
|
|
\bibitem[Cook(2002)]{cook2002real}
|
|
Cook, P.R.
|
|
\newblock \emph{Real Sound Synthesis for Interactive Applications}.
|
|
\newblock A.K. Peters, 2002.
|
|
|
|
\bibitem[Feichtenhofer et~al.(2019)]{feichtenhofer2019slowfast}
|
|
Feichtenhofer, C., Fan, H., Malik, J., \& He, K.
|
|
\newblock SlowFast networks for video recognition.
|
|
\newblock \emph{Proceedings of ICCV}, 2019.
|
|
|
|
\bibitem[Gamper \& Tashev(2018)]{gamper2018blind}
|
|
Gamper, H. \& Tashev, I.J.
|
|
\newblock Blind reverberation time estimation using a convolutional neural network.
|
|
\newblock \emph{Proceedings of IWAENC}, 2018.
|
|
|
|
\bibitem[Gemmeke et~al.(2017)]{gemmeke2017audio}
|
|
Gemmeke, J.F., Ellis, D.P.W., Freedman, D., Jansen, A., Lawrence, W., Moore, R.C.,
|
|
Plakal, M., \& Ritter, M.
|
|
\newblock Audio Set: An ontology and human-labeled dataset for audio events.
|
|
\newblock \emph{Proceedings of ICASSP}, 2017.
|
|
|
|
\bibitem[Iashin \& Rahtu(2021a)]{iashin2021taming}
|
|
Iashin, V. \& Rahtu, E.
|
|
\newblock Taming visually guided sound generation.
|
|
\newblock \emph{Proceedings of BMVC}, 2021.
|
|
|
|
\bibitem[Iashin \& Rahtu(2021b)]{iashin2021specvqgan}
|
|
Iashin, V. \& Rahtu, E.
|
|
\newblock SpecVQGAN: Controlling structure of spectrogram generation via vector quantization.
|
|
\newblock \emph{arXiv preprint arXiv:2110.08791}, 2021.
|
|
|
|
\bibitem[Kerins(2010)]{kerins2010beyond}
|
|
Kerins, M.
|
|
\newblock \emph{Beyond Dolby (Stereo): Cinema in the Digital Sound Age}.
|
|
\newblock Indiana University Press, 2010.
|
|
|
|
\bibitem[Kilgour et~al.(2019)]{kilgour2019frechet}
|
|
Kilgour, K., Zuluaga, M., Roblek, D., \& Sharifi, M.
|
|
\newblock Fr\'echet audio distance: A reference-free metric for evaluating music enhancement algorithms.
|
|
\newblock \emph{Proceedings of Interspeech}, 2019.
|
|
|
|
\bibitem[Kong et~al.(2020)]{kong2020hifi}
|
|
Kong, J., Kim, J., \& Bae, J.
|
|
\newblock HiFi-GAN: Generative adversarial networks for efficient and high fidelity speech synthesis.
|
|
\newblock \emph{Advances in Neural Information Processing Systems}, 33, 2020.
|
|
|
|
\bibitem[Luo et~al.(2024)]{luo2024difffoley}
|
|
Luo, S., Yan, C., Hu, C., \& Zhao, H.
|
|
\newblock Diff-Foley: Synchronized video-to-audio synthesis with latent diffusion models.
|
|
\newblock \emph{Advances in Neural Information Processing Systems}, 36, 2024.
|
|
|
|
\bibitem[Owens et~al.(2016a)]{owens2016visually}
|
|
Owens, A., Isola, P., McDermott, J., Torralba, A., Adelson, E.H., \& Freeman, W.T.
|
|
\newblock Visually indicated sounds.
|
|
\newblock \emph{Proceedings of CVPR}, 2016.
|
|
|
|
\bibitem[Owens et~al.(2016b)]{owens2016ambient}
|
|
Owens, A., Wu, J., McDermott, J., Freeman, W.T., \& Torralba, A.
|
|
\newblock Ambient sound provides supervision for visual learning.
|
|
\newblock \emph{Proceedings of ECCV}, 2016.
|
|
|
|
\bibitem[P\'erez et~al.(2018)]{perez2018film}
|
|
P\'erez, E., Strub, F., de Vries, H., Dumoulin, V., \& Courville, A.
|
|
\newblock FiLM: Visual reasoning with a general conditioning layer.
|
|
\newblock \emph{Proceedings of AAAI}, 2018.
|
|
|
|
\bibitem[Ranftl et~al.(2021)]{ranftl2021vision}
|
|
Ranftl, R., Bochkovskiy, A., \& Koltun, V.
|
|
\newblock Vision transformers for dense prediction.
|
|
\newblock \emph{Proceedings of ICCV}, 2021.
|
|
|
|
\bibitem[Sheffer \& Adi(2023)]{sheffer2023hear}
|
|
Sheffer, R. \& Adi, Y.
|
|
\newblock I hear your true colors: Image guided audio generation.
|
|
\newblock \emph{Proceedings of ICASSP}, 2023.
|
|
|
|
\bibitem[Venakopoulos \& Georgakopoulos(2011)]{venakopoulos2011friction}
|
|
Venakopoulos, D. \& Georgakopoulos, D.
|
|
\newblock Physical modeling of friction sounds using nonlinear dynamical systems.
|
|
\newblock \emph{Proceedings of DAFX}, 2011.
|
|
|
|
\bibitem[Wang et~al.(2018)]{wang2023videomae}
|
|
Wang, C., Zhang, X., Zhu, C., \& Shao, L.
|
|
\newblock VideoMAE V2: Scaling video masked autoencoders with dual masking.
|
|
\newblock \emph{Proceedings of CVPR}, 2023.
|
|
|
|
\bibitem[Zhou et~al.(2018a)]{zhou2018visual}
|
|
Zhou, Y., Wang, Z., Fang, C., Bui, T., \& Berg, T.L.
|
|
\newblock Visual to sound: Generating natural sound for videos in the wild.
|
|
\newblock \emph{Proceedings of CVPR}, 2018.
|
|
|
|
\bibitem[Zhou et~al.(2018b)]{zhou2018places}
|
|
Zhou, B., Lapedriza, A., Khosla, A., Oliva, A., \& Torralba, A.
|
|
\newblock Places: A 10 million image database for scene recognition.
|
|
\newblock \emph{IEEE Transactions on Pattern Analysis and Machine Intelligence}, 40(6):1452--1464, 2018.
|
|
|
|
\bibitem[Zhang et~al.(2024)]{zhang2024foleycrafter}
|
|
Zhang, Y., Yang, M., Su, H., Zheng, J., Pan, J., Xu, C., \& Yang, J.
|
|
\newblock FoleyCrafter: Bring silent videos to life with lifelike and synchronized sounds.
|
|
\newblock \emph{arXiv preprint arXiv:2407.01494}, 2024.
|
|
|
|
\end{thebibliography}
|
|
|
|
\end{document}
|