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Hélio Lopes

Publications and source records attributed to Hélio Lopes.

9 recordsLinked to original sources

Divergence-Guided Particle Swarm Optimization

Particle Swarm Optimization (PSO) is susceptible to premature convergence when the swarm collapses around the global best, particularly on multimodal landscapes in higher dimensions. We propose Divergence-guided PSO (DPSO), which augments the velocity update with a modulation term that repels particles whose personal bests have converged near the global best. The repulsion is gated by a Gaussian similarity kernel, which we prove is equivalent to an exponentially decaying function of the KL divergence between Gaussian-embedded personal and global bests, connecting the mechanism to the family of $f$-divergences and providing a principled basis for kernel design. Experiments on 36 benchmark functions (15 unimodal, 21 multimodal) across dimensions $D \in \{10, 30, 50\}$, each with 30 independent runs, show that DPSO frequently outperforms standard PSO on multimodal problems, with improvements of 2-8$\times$ on functions such as Pinter, Ackley, and Levy, and up to 5$\times$ reduction in run-to-run variance. On unimodal landscapes the modulation term is counterproductive, confirming that DPSO targets the exploration-exploitation trade-off rather than offering a universal improvement. The method adds one hyperparameter, incurs 15--25\% wall-clock overhead, and does not increase the asymptotic per-iteration complexity of PSO. The project code is available here: https://github.com/Kleyt0n/dpso

cs.CE

On the Cross-lingual Transferability of Pre-trained wav2vec2-based Models

Using representations provided by a large pre-trained model has become the primary strategy for achieving state-of-the-art results in a wide range of tasks. A recently proposed large pre-trained model, wav2vec 2.0, was seminal for several other works on pre-training large models on speech data. Many models are being pre-trained using the same architecture as wav2vec 2.0 and are getting state-of-the-art in various speech-related tasks. Previous work has demonstrated that the data used during the pre-training of these wav2vec2-based models can impact the model's performance in downstream tasks, and this should be taken into consideration before utilizing these models. However, few works have proposed investigating further how the transfer knowledge of these pre-trained models behaves in different languages, even when the target language differs from the one used during the model's pre-training. Our work aims to investigate the cross-lingual transferability of these wav2vec2-based models. We performed several fine-tuning experiments on the speech recognition task in 18 languages using 15 large pre-trained models. The results of our experiments showed us that the size of data used during the pre-training of these models is not as important to the final performance as the diversity. We noticed that the performance of Indo-European languages is superior to non-Indo-European languages in the evaluated models. We have observed a positive cross-lingual transfer of knowledge using monolingual models, which was evident in all the languages we used, but more pronounced when the language used during pre-training was more similar to the downstream task language. With these findings, we aim to assist the scientific community in utilizing existing wav2vec2-based pre-trained models, as well as facilitate the pre-training of new ones.

cs.CL

Geometric implicit neural representations for signed distance functions

\textit{Implicit neural representations} (INRs) have emerged as a promising framework for representing signals in low-dimensional spaces. This survey reviews the existing literature on the specialized INR problem of approximating \textit{signed distance functions} (SDFs) for surface scenes, using either oriented point clouds or a set of posed images. We refer to neural SDFs that incorporate differential geometry tools, such as normals and curvatures, in their loss functions as \textit{geometric} INRs. The key idea behind this 3D reconstruction approach is to include additional \textit{regularization} terms in the loss function, ensuring that the INR satisfies certain global properties that the function should hold -- such as having unit gradient in the case of SDFs. We explore key methodological components, including the definition of INR, the construction of geometric loss functions, and sampling schemes from a differential geometry perspective. Our review highlights the significant advancements enabled by geometric INRs in surface reconstruction from oriented point clouds and posed images.

cs.CV

Define-ML: An Approach to Ideate Machine Learning-Enabled Systems

[Context] The increasing adoption of machine learning (ML) in software systems demands specialized ideation approaches that address ML-specific challenges, including data dependencies, technical feasibility, and alignment between business objectives and probabilistic system behavior. Traditional ideation methods like Lean Inception lack structured support for these ML considerations, which can result in misaligned product visions and unrealistic expectations. [Goal] This paper presents Define-ML, a framework that extends Lean Inception with tailored activities - Data Source Mapping, Feature-to-Data Source Mapping, and ML Mapping - to systematically integrate data and technical constraints into early-stage ML product ideation. [Method] We developed and validated Define-ML following the Technology Transfer Model, conducting both static validation (with a toy problem) and dynamic validation (in a real-world industrial case study). The analysis combined quantitative surveys with qualitative feedback, assessing utility, ease of use, and intent of adoption. [Results] Participants found Define-ML effective for clarifying data concerns, aligning ML capabilities with business goals, and fostering cross-functional collaboration. The approach's structured activities reduced ideation ambiguity, though some noted a learning curve for ML-specific components, which can be mitigated by expert facilitation. All participants expressed the intention to adopt Define-ML. [Conclusion] Define-ML provides an openly available, validated approach for ML product ideation, building on Lean Inception's agility while aligning features with available data and increasing awareness of technical feasibility.

cs.SE

High-Resolution Detection of Earth Structural Heterogeneities from Seismic Amplitudes using Convolutional Neural Networks with Attention layers

Earth structural heterogeneities have a remarkable role in the petroleum economy for both exploration and production projects. Automatic detection of detailed structural heterogeneities is challenging when considering modern machine learning techniques like deep neural networks. Typically, these techniques can be an excellent tool for assisted interpretation of such heterogeneities, but it heavily depends on the amount of data to be trained. We propose an efficient and cost-effective architecture for detecting seismic structural heterogeneities using Convolutional Neural Networks (CNNs) combined with Attention layers. The attention mechanism reduces costs and enhances accuracy, even in cases with relatively noisy data. Our model has half the parameters compared to the state-of-the-art, and it outperforms previous methods in terms of Intersection over Union (IoU) by 0.6% and precision by 0.4%. By leveraging synthetic data, we apply transfer learning to train and fine-tune the model, addressing the challenge of limited annotated data availability.

cs.CV

Investigating the Impact of SOLID Design Principles on Machine Learning Code Understanding

[Context] Applying design principles has long been acknowledged as beneficial for understanding and maintainability in traditional software projects. These benefits may similarly hold for Machine Learning (ML) projects, which involve iterative experimentation with data, models, and algorithms. However, ML components are often developed by data scientists with diverse educational backgrounds, potentially resulting in code that doesn't adhere to software design best practices. [Goal] In order to better understand this phenomenon, we investigated the impact of the SOLID design principles on ML code understanding. [Method] We conducted a controlled experiment with three independent trials involving 100 data scientists. We restructured real industrial ML code that did not use SOLID principles. Within each trial, one group was presented with the original ML code, while the other was presented with ML code incorporating SOLID principles. Participants of both groups were asked to analyze the code and fill out a questionnaire that included both open-ended and closed-ended questions on their understanding. [Results] The study results provide statistically significant evidence that the adoption of the SOLID design principles can improve code understanding within the realm of ML projects. [Conclusion] We put forward that software engineering design principles should be spread within the data science community and considered for enhancing the maintainability of ML code.

cs.SE

Neural Implicit Mapping via Nested Neighborhoods

We introduce a novel approach for rendering static and dynamic 3D neural signed distance functions (SDF) in real-time. We rely on nested neighborhoods of zero-level sets of neural SDFs, and mappings between them. This framework supports animations and achieves real-time performance without the use of spatial data-structures. It consists of three uncoupled algorithms representing the rendering steps. The multiscale sphere tracing focuses on minimizing iteration time by using coarse approximations on earlier iterations. The neural normal mapping transfers details from a fine neural SDF to a surface nested on a neighborhood of its zero-level set. It is smooth and it does not depend on surface parametrizations. As a result, it can be used to fetch smooth normals for discrete surfaces such as meshes and to skip later iterations when sphere tracing level sets. Finally, we propose an algorithm for analytic normal calculation for MLPs and describe ways to obtain sequences of neural SDFs to use with the algorithms.

cs.GR

Proceduray -- A light-weight engine for procedural primitive ray tracing

We introduce Proceduray, an engine for real-time ray tracing of procedural geometry. Its motivation is the current lack of mid-level abstraction tools for scenes with primitives involving intersection shaders. Those scenes impose strict engine design choices since they need flexibility in the shader table setup. Proceduray aims at providing a fair tradeoff between that flexibility and productivity. It also aims to be didactic. Shader table behavior can be confusing because parameters for indexing come from different parts of a system, involving both host and device code. This is different in essence from ray tracing triangle meshes (which must use a built-in intersection shader for all objects) or rendering with the traditional graphics or compute pipelines. Additionals goals of the project include fomenting deeper discussions about DirectX RayTracing (DXR) host code and providing a good starting point for developers trying to deal with procedural geometry using DXR.

cs.GR

Real-time rendering of complex fractals

This chapter describes how to use intersection and closest-hit shaders to implement real-time visualizations of complex fractals using distance functions. The Mandelbulb and Julia Sets are used as examples.

cs.GR