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Gopal Sharma

Publications and source records attributed to Gopal Sharma.

At least 19 recordsLinked to original sources

Symplectic completion over smooth affine algebras

In this article, we prove the following results:\\ \noindent \text{(1).} Let $R$ be a smooth affine algebra of dimension $3$ over an algebraically closed field $K$ with $3!\in K$, then we show that $\Um_4(R)=e_1\Sp_4(R)$ and $\Um_4(R [X])=e_1\Sp_4(R[X])$. \noindent \text{(2).} We also show that if $R$ is a smooth affine algebra of dimension $4$ over an algebraically closed field $K$ with $4!\in K$, and assume that $\W_E(R)$ is divisible, then $\Um_3(R)=e_1\SL_3(R)$. As a consequence it is shown that if $R$ is a smooth affine algebra of dimension $4$ over an algebraically closed field $K$ with $4!\in K$, and assume that $\W_E(R)$ is divisible, then $\Um_4(R)=e_1\Sp_4(R)$. \noindent \text{(3).} We show that if $R$ is a local ring of dimension $3$ with $\frac{1}{3!}\in R$. Then $\Um_4(R[X])=e_1\Sp_4(R[X])$. \noindent \text{(4).} We also show that if $R=\oplus_{i\geq 0}R_i$ is a graded ring over a local ring of dimension $3$ with $\frac{1}{3!}\in R$. Then $\Um_4(R)=e_1\Sp_4(R)$.

math.AC

GoldiCLIP: The Goldilocks Approach for Balancing Explicit Supervision for Language-Image Pretraining

Until recently, the success of large-scale vision-language models (VLMs) has primarily relied on billion-sample datasets, posing a significant barrier to progress. Latest works have begun to close this gap by improving supervision quality, but each addresses only a subset of the weaknesses in contrastive pretraining. We present GoldiCLIP, a framework built on a Goldilocks principle of finding the right balance of supervision signals. Our multifaceted training framework synergistically combines three key innovations: (1) a text-conditioned self-distillation method to align both text-agnostic and text-conditioned features; (2) an encoder integrated decoder with Visual Question Answering (VQA) objective that enables the encoder to generalize beyond the caption-like queries; and (3) an uncertainty-based weighting mechanism that automatically balances all heterogeneous losses. Trained on just 30 million images, 300x less data than leading methods, GoldiCLIP achieves state-of-the-art among data-efficient approaches, improving over the best comparable baseline by 2.2 points on MSCOCO retrieval, 2.0 on fine-grained retrieval, and 5.9 on question-based retrieval, while remaining competitive with billion-scale models. Project page: https://petsi.uk/goldiclip.

cs.CV

Towards High-Fidelity Gaussian Splatting with Queried-Convolution Neural Networks

Gaussian Splatting has revolutionized the field of Novel View Synthesis (NVS) with faster training and real-time rendering. However, its reconstruction fidelity still trails behind the powerful radiance models such as Zip-NeRF. Motivated by our theoretical result that both queries (such as coordinates) and neighborhood are important to learn high-fidelity signals, this paper proposes Queried-Convolutions (Qonvolutions), a simple yet powerful modification using the neighborhood properties of convolution. Qonvolutions convolve a low-fidelity signal with queries to output residual and achieve high-fidelity reconstruction. We empirically demonstrate that combining Gaussian splatting with Qonvolution neural networks (QNNs) results in state-of-the-art NVS on real-world scenes, even outperforming Zip-NeRF on image fidelity. QNNs also enhance performance of 1D regression, 2D regression and 2D super-resolution tasks.

cs.CV

Finetuning-Free Personalization of Text to Image Generation via Hypernetworks

Personalizing text-to-image diffusion models has traditionally relied on subject-specific fine-tuning approaches such as DreamBooth~\cite{ruiz2023dreambooth}, which are computationally expensive and slow at inference. Recent adapter- and encoder-based methods attempt to reduce this overhead but still depend on additional fine-tuning or large backbone models for satisfactory results. In this work, we revisit an orthogonal direction: fine-tuning-free personalization via Hypernetworks that predict LoRA-adapted weights directly from subject images. Prior hypernetwork-based approaches, however, suffer from costly data generation or unstable attempts to mimic base model optimization trajectories. We address these limitations with an end-to-end training objective, stabilized by a simple output regularization, yielding reliable and effective hypernetworks. Our method removes the need for per-subject optimization at test time while preserving both subject fidelity and prompt alignment. To further enhance compositional generalization at inference time, we introduce Hybrid-Model Classifier-Free Guidance (HM-CFG), which combines the compositional strengths of the base diffusion model with the subject fidelity of personalized models during sampling. Extensive experiments on CelebA-HQ, AFHQ-v2, and DreamBench demonstrate that our approach achieves strong personalization performance and highlights the promise of hypernetworks as a scalable and effective direction for open-category personalization.

cs.CV

3D Gaussian Splatting as Markov Chain Monte Carlo

While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which can lead to poor-quality renderings, and reliance on a good initialization. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene-in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) updates by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework. To do so, we revise the 'cloning' of Gaussians into a relocalization scheme that approximately preserves sample probability. To encourage efficient use of Gaussians, we introduce a regularizer that promotes the removal of unused Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.

cs.CV

PointNeRF++: A multi-scale, point-based Neural Radiance Field

Point clouds offer an attractive source of information to complement images in neural scene representations, especially when few images are available. Neural rendering methods based on point clouds do exist, but they do not perform well when the point cloud quality is low -- e.g., sparse or incomplete, which is often the case with real-world data. We overcome these problems with a simple representation that aggregates point clouds at multiple scale levels with sparse voxel grids at different resolutions. To deal with point cloud sparsity, we average across multiple scale levels -- but only among those that are valid, i.e., that have enough neighboring points in proximity to the ray of a pixel. To help model areas without points, we add a global voxel at the coarsest scale, thus unifying ``classical'' and point-based NeRF formulations. We validate our method on the NeRF Synthetic, ScanNet, and KITTI-360 datasets, outperforming the state of the art, with a significant gap compared to other NeRF-based methods, especially on more challenging scenes.

cs.CV

Volumetric Rendering with Baked Quadrature Fields

We propose a novel Neural Radiance Field (NeRF) representation for non-opaque scenes that enables fast inference by utilizing textured polygons. Despite the high-quality novel view rendering that NeRF provides, a critical limitation is that it relies on volume rendering that can be computationally expensive and does not utilize the advancements in modern graphics hardware. Many existing methods fall short when it comes to modelling volumetric effects as they rely purely on surface rendering. We thus propose to model the scene with polygons, which can then be used to obtain the quadrature points required to model volumetric effects, and also their opacity and colour from the texture. To obtain such polygonal mesh, we train a specialized field whose zero-crossings would correspond to the quadrature points when volume rendering, and perform marching cubes on this field. We then perform ray-tracing and utilize the ray-tracing shader to obtain the final colour image. Our method allows an easy integration with existing graphics frameworks allowing rendering speed of over 100 frames-per-second for a $1920\times1080$ image, while still being able to represent non-opaque objects.

cs.GR

Unsupervised Keypoints from Pretrained Diffusion Models

Unsupervised learning of keypoints and landmarks has seen significant progress with the help of modern neural network architectures, but performance is yet to match the supervised counterpart, making their practicability questionable. We leverage the emergent knowledge within text-to-image diffusion models, towards more robust unsupervised keypoints. Our core idea is to find text embeddings that would cause the generative model to consistently attend to compact regions in images (i.e. keypoints). To do so, we simply optimize the text embedding such that the cross-attention maps within the denoising network are localized as Gaussians with small standard deviations. We validate our performance on multiple datasets: the CelebA, CUB-200-2011, Tai-Chi-HD, DeepFashion, and Human3.6m datasets. We achieve significantly improved accuracy, sometimes even outperforming supervised ones, particularly for data that is non-aligned and less curated. Our code is publicly available and can be found through our project page: https://ubc-vision.github.io/StableKeypoints/

cs.CV

Accelerating Neural Field Training via Soft Mining

We present an approach to accelerate Neural Field training by efficiently selecting sampling locations. While Neural Fields have recently become popular, it is often trained by uniformly sampling the training domain, or through handcrafted heuristics. We show that improved convergence and final training quality can be achieved by a soft mining technique based on importance sampling: rather than either considering or ignoring a pixel completely, we weigh the corresponding loss by a scalar. To implement our idea we use Langevin Monte-Carlo sampling. We show that by doing so, regions with higher error are being selected more frequently, leading to more than 2x improvement in convergence speed. The code and related resources for this study are publicly available at https://ubc-vision.github.io/nf-soft-mining/.

cs.CV

Small Bots, Big Impact: Solving the Conundrum of Cooperation in Optional Prisoner's Dilemma Game through Simple Strategies

Cooperation plays a crucial role in both nature and human society, and the conundrum of cooperation attracts the attention from interdisciplinary research. In this study, we investigated the evolution of cooperation in optional prisoner's dilemma games by introducing simple bots. We focused on one-shot and anonymous games, where the bots could be programmed to always cooperate, always defect, never participate, or choose each action with equal probability. Our results show that cooperative bots facilitate the emergence of cooperation among ordinary players in both well-mixed populations and a regular lattice under weak imitation scenarios. Introducing loner bots has no impact on the emergence of cooperation in well-mixed populations, but it facilitates the dominance of cooperation in regular lattices under strong imitation scenarios. However, too many loner bots on a regular lattice inhibit the spread of cooperation and can eventually result in a breakdown of cooperation. Our findings emphasize the significance of bot design in promoting cooperation and offer useful insights for encouraging cooperation in real-world scenarios.

physics.soc-ph

Unsupervised Semantic Correspondence Using Stable Diffusion

Text-to-image diffusion models are now capable of generating images that are often indistinguishable from real images. To generate such images, these models must understand the semantics of the objects they are asked to generate. In this work we show that, without any training, one can leverage this semantic knowledge within diffusion models to find semantic correspondences - locations in multiple images that have the same semantic meaning. Specifically, given an image, we optimize the prompt embeddings of these models for maximum attention on the regions of interest. These optimized embeddings capture semantic information about the location, which can then be transferred to another image. By doing so we obtain results on par with the strongly supervised state of the art on the PF-Willow dataset and significantly outperform (20.9% relative for the SPair-71k dataset) any existing weakly or unsupervised method on PF-Willow, CUB-200 and SPair-71k datasets.

cs.CV

Attention Beats Concatenation for Conditioning Neural Fields

Neural fields model signals by mapping coordinate inputs to sampled values. They are becoming an increasingly important backbone architecture across many fields from vision and graphics to biology and astronomy. In this paper, we explore the differences between common conditioning mechanisms within these networks, an essential ingredient in shifting neural fields from memorization of signals to generalization, where the set of signals lying on a manifold is modelled jointly. In particular, we are interested in the scaling behaviour of these mechanisms to increasingly high-dimensional conditioning variables. As we show in our experiments, high-dimensional conditioning is key to modelling complex data distributions, thus it is important to determine what architecture choices best enable this when working on such problems. To this end, we run experiments modelling 2D, 3D, and 4D signals with neural fields, employing concatenation, hyper-network, and attention-based conditioning strategies -- a necessary but laborious effort that has not been performed in the literature. We find that attention-based conditioning outperforms other approaches in a variety of settings.

cs.CV

MvDeCor: Multi-view Dense Correspondence Learning for Fine-grained 3D Segmentation

We propose to utilize self-supervised techniques in the 2D domain for fine-grained 3D shape segmentation tasks. This is inspired by the observation that view-based surface representations are more effective at modeling high-resolution surface details and texture than their 3D counterparts based on point clouds or voxel occupancy. Specifically, given a 3D shape, we render it from multiple views, and set up a dense correspondence learning task within the contrastive learning framework. As a result, the learned 2D representations are view-invariant and geometrically consistent, leading to better generalization when trained on a limited number of labeled shapes compared to alternatives that utilize self-supervision in 2D or 3D alone. Experiments on textured (RenderPeople) and untextured (PartNet) 3D datasets show that our method outperforms state-of-the-art alternatives in fine-grained part segmentation. The improvements over baselines are greater when only a sparse set of views is available for training or when shapes are textured, indicating that MvDeCor benefits from both 2D processing and 3D geometric reasoning.

cs.CV

PriFit: Learning to Fit Primitives Improves Few Shot Point Cloud Segmentation

We present PriFit, a semi-supervised approach for label-efficient learning of 3D point cloud segmentation networks. PriFit combines geometric primitive fitting with point-based representation learning. Its key idea is to learn point representations whose clustering reveals shape regions that can be approximated well by basic geometric primitives, such as cuboids and ellipsoids. The learned point representations can then be re-used in existing network architectures for 3D point cloud segmentation, and improves their performance in the few-shot setting. According to our experiments on the widely used ShapeNet and PartNet benchmarks, PriFit outperforms several state-of-the-art methods in this setting, suggesting that decomposability into primitives is a useful prior for learning representations predictive of semantic parts. We present a number of ablative experiments varying the choice of geometric primitives and downstream tasks to demonstrate the effectiveness of the method.

cs.CV

Label-Efficient Learning on Point Clouds using Approximate Convex Decompositions

The problems of shape classification and part segmentation from 3D point clouds have garnered increasing attention in the last few years. Both of these problems, however, suffer from relatively small training sets, creating the need for statistically efficient methods to learn 3D shape representations. In this paper, we investigate the use of Approximate Convex Decompositions (ACD) as a self-supervisory signal for label-efficient learning of point cloud representations. We show that using ACD to approximate ground truth segmentation provides excellent self-supervision for learning 3D point cloud representations that are highly effective on downstream tasks. We report improvements over the state-of-the-art for unsupervised representation learning on the ModelNet40 shape classification dataset and significant gains in few-shot part segmentation on the ShapeNetPart dataset.Code available at https://github.com/matheusgadelha/PointCloudLearningACD

cs.CV

ParSeNet: A Parametric Surface Fitting Network for 3D Point Clouds

We propose a novel, end-to-end trainable, deep network called ParSeNet that decomposes a 3D point cloud into parametric surface patches, including B-spline patches as well as basic geometric primitives. ParSeNet is trained on a large-scale dataset of man-made 3D shapes and captures high-level semantic priors for shape decomposition. It handles a much richer class of primitives than prior work, and allows us to represent surfaces with higher fidelity. It also produces repeatable and robust parametrizations of a surface compared to purely geometric approaches. We present extensive experiments to validate our approach against analytical and learning-based alternatives. Our source code is publicly available at: https://hippogriff.github.io/parsenet.

cs.CV

Neural Shape Parsers for Constructive Solid Geometry

Constructive Solid Geometry (CSG) is a geometric modeling technique that defines complex shapes by recursively applying boolean operations on primitives such as spheres and cylinders. We present CSGNe, a deep network architecture that takes as input a 2D or 3D shape and outputs a CSG program that models it. Parsing shapes into CSG programs is desirable as it yields a compact and interpretable generative model. However, the task is challenging since the space of primitives and their combinations can be prohibitively large. CSGNe uses a convolutional encoder and recurrent decoder based on deep networks to map shapes to modeling instructions in a feed-forward manner and is significantly faster than bottom-up approaches. We investigate two architectures for this task --- a vanilla encoder (CNN) - decoder (RNN) and another architecture that augments the encoder with an explicit memory module based on the program execution stack. The stack augmentation improves the reconstruction quality of the generated shape and learning efficiency. Our approach is also more effective as a shape primitive detector compared to a state-of-the-art object detector. Finally, we demonstrate CSGNet can be trained on novel datasets without program annotations through policy gradient techniques.

cs.CV

Learning Point Embeddings from Shape Repositories for Few-Shot Segmentation

User generated 3D shapes in online repositories contain rich information about surfaces, primitives, and their geometric relations, often arranged in a hierarchy. We present a framework for learning representations of 3D shapes that reflect the information present in this meta data and show that it leads to improved generalization for semantic segmentation tasks. Our approach is a point embedding network that generates a vectorial representation of the 3D points such that it reflects the grouping hierarchy and tag data. The main challenge is that the data is noisy and highly variable. To this end, we present a tree-aware metric-learning approach and demonstrate that such learned embeddings offer excellent transfer to semantic segmentation tasks, especially when training data is limited. Our approach reduces the relative error by $10.2\%$ with $8$ training examples, by $11.72\%$ with $120$ training examples on the ShapeNet semantic segmentation benchmark, in comparison to the network trained from scratch. By utilizing tag data the relative error is reduced by $12.8\%$ with $8$ training examples, in comparison to the network trained from scratch. These improvements come at no additional labeling cost as the meta data is freely available.

cs.CV