Searcharxiv⌕ Search

arXiv subjects

Jacek Tabor

Publications and source records attributed to Jacek Tabor.

At least 55 records · Page 3Linked to original sources

Bounding Evidence and Estimating Log-Likelihood in VAE

Many crucial problems in deep learning and statistical inference are caused by a variational gap, i.e., a difference between model evidence (log-likelihood) and evidence lower bound (ELBO). In particular, in a classical VAE setting that involves training via an ELBO cost function, it is difficult to provide a robust comparison of the effects of training between models, since we do not know a log-likelihood of data (but only its lower bound). In this paper, to deal with this problem, we introduce a general and effective upper bound, which allows us to efficiently approximate the evidence of data. We provide extensive theoretical and experimental studies of our approach, including its comparison to the other state-of-the-art upper bounds, as well as its application as a tool for the evaluation of models that were trained on various lower bounds.

cs.LG↗

Classifier-free Guidance with Adaptive Scaling

Classifier-free guidance (CFG) is an essential mechanism in contemporary text-driven diffusion models. In practice, in controlling the impact of guidance we can see the trade-off between the quality of the generated images and correspondence to the prompt. When we use strong guidance, generated images fit the conditioned text perfectly but at the cost of their quality. Dually, we can use small guidance to generate high-quality results, but the generated images do not suit our prompt. In this paper, we present $β$-CFG ($β$-adaptive scaling in Classifier-Free Guidance), which controls the impact of guidance during generation to solve the above trade-off. First, $β$-CFG stabilizes the effects of guiding by gradient-based adaptive normalization. Second, $β$-CFG uses the family of single-modal ($β$-distribution), time-dependent curves to dynamically adapt the trade-off between prompt matching and the quality of samples during the diffusion denoising process. Our model obtained better FID scores, maintaining the text-to-image CLIP similarity scores at a level similar to that of the reference CFG.

cs.CV↗

SEMU: Singular Value Decomposition for Efficient Machine Unlearning

While the capabilities of generative foundational models have advanced rapidly in recent years, methods to prevent harmful and unsafe behaviors remain underdeveloped. Among the pressing challenges in AI safety, machine unlearning (MU) has become increasingly critical to meet upcoming safety regulations. Most existing MU approaches focus on altering the most significant parameters of the model. However, these methods often require fine-tuning substantial portions of the model, resulting in high computational costs and training instabilities, which are typically mitigated by access to the original training dataset. In this work, we address these limitations by leveraging Singular Value Decomposition (SVD) to create a compact, low-dimensional projection that enables the selective forgetting of specific data points. We propose Singular Value Decomposition for Efficient Machine Unlearning (SEMU), a novel approach designed to optimize MU in two key aspects. First, SEMU minimizes the number of model parameters that need to be modified, effectively removing unwanted knowledge while making only minimal changes to the model's weights. Second, SEMU eliminates the dependency on the original training dataset, preserving the model's previously acquired knowledge without additional data requirements. Extensive experiments demonstrate that SEMU achieves competitive performance while significantly improving efficiency in terms of both data usage and the number of modified parameters.

cs.LG↗

RaySplats: Ray Tracing based Gaussian Splatting

3D Gaussian Splatting (3DGS) is a process that enables the direct creation of 3D objects from 2D images. This representation offers numerous advantages, including rapid training and rendering. However, a significant limitation of 3DGS is the challenge of incorporating light and shadow reflections, primarily due to the utilization of rasterization rather than ray tracing for rendering. This paper introduces RaySplats, a model that employs ray-tracing based Gaussian Splatting. Rather than utilizing the projection of Gaussians, our method employs a ray-tracing mechanism, operating directly on Gaussian primitives represented by confidence ellipses with RGB colors. In practice, we compute the intersection between ellipses and rays to construct ray-tracing algorithms, facilitating the incorporation of meshes with Gaussian Splatting models and the addition of lights, shadows, and other related effects.

cs.CV↗

StyleAutoEncoder for manipulating image attributes using pre-trained StyleGAN

Deep conditional generative models are excellent tools for creating high-quality images and editing their attributes. However, training modern generative models from scratch is very expensive and requires large computational resources. In this paper, we introduce StyleAutoEncoder (StyleAE), a lightweight AutoEncoder module, which works as a plugin for pre-trained generative models and allows for manipulating the requested attributes of images. The proposed method offers a cost-effective solution for training deep generative models with limited computational resources, making it a promising technique for a wide range of applications. We evaluate StyleAutoEncoder by combining it with StyleGAN, which is currently one of the top generative models. Our experiments demonstrate that StyleAutoEncoder is at least as effective in manipulating image attributes as the state-of-the-art algorithms based on invertible normalizing flows. However, it is simpler, faster, and gives more freedom in designing neural

cs.CV↗

GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting

Gaussian Splatting (GS) is a novel, state-of-the-art technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and real-time rendering. The main drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity of conditioning several hundred thousand Gaussian components. To solve this, we introduce the Gaussian Mesh Splatting (GaMeS) model, which allows modification of Gaussian components in a similar way as meshes. We parameterize each Gaussian component by the vertices of the mesh face. Furthermore, our model needs mesh initialization on input or estimated mesh during training. We also define Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain a real-time rendering of editable GS.

cs.CV↗

Deepfake for the Good: Generating Avatars through Face-Swapping with Implicit Deepfake Generation

Numerous emerging deep-learning techniques have had a substantial impact on computer graphics. Among the most promising breakthroughs are the rise of Neural Radiance Fields (NeRFs) and Gaussian Splatting (GS). NeRFs encode the object's shape and color in neural network weights using a handful of images with known camera positions to generate novel views. In contrast, GS provides accelerated training and inference without a decrease in rendering quality by encoding the object's characteristics in a collection of Gaussian distributions. These two techniques have found many use cases in spatial computing and other domains. On the other hand, the emergence of deepfake methods has sparked considerable controversy. Deepfakes refers to artificial intelligence-generated videos that closely mimic authentic footage. Using generative models, they can modify facial features, enabling the creation of altered identities or expressions that exhibit a remarkably realistic appearance to a real person. Despite these controversies, deepfake can offer a next-generation solution for avatar creation and gaming when of desirable quality. To that end, we show how to combine all these emerging technologies to obtain a more plausible outcome. Our ImplicitDeepfake uses the classical deepfake algorithm to modify all training images separately and then train NeRF and GS on modified faces. Such simple strategies can produce plausible 3D deepfake-based avatars.

cs.CV↗

Augmentation-aware Self-supervised Learning with Conditioned Projector

Self-supervised learning (SSL) is a powerful technique for learning from unlabeled data. By learning to remain invariant to applied data augmentations, methods such as SimCLR and MoCo can reach quality on par with supervised approaches. However, this invariance may be detrimental for solving downstream tasks that depend on traits affected by augmentations used during pretraining, such as color. In this paper, we propose to foster sensitivity to such characteristics in the representation space by modifying the projector network, a common component of self-supervised architectures. Specifically, we supplement the projector with information about augmentations applied to images. For the projector to take advantage of this auxiliary conditioning when solving the SSL task, the feature extractor learns to preserve the augmentation information in its representations. Our approach, coined Conditional Augmentation-aware Self-supervised Learning (CASSLE), is directly applicable to typical joint-embedding SSL methods regardless of their objective functions. Moreover, it does not require major changes in the network architecture or prior knowledge of downstream tasks. In addition to an analysis of sensitivity towards different data augmentations, we conduct a series of experiments, which show that CASSLE improves over various SSL methods, reaching state-of-the-art performance in multiple downstream tasks.

cs.CV↗

FreSh: Frequency Shifting for Accelerated Neural Representation Learning

Implicit Neural Representations (INRs) have recently gained attention as a powerful approach for continuously representing signals such as images, videos, and 3D shapes using multilayer perceptrons (MLPs). However, MLPs are known to exhibit a low-frequency bias, limiting their ability to capture high-frequency details accurately. This limitation is typically addressed by incorporating high-frequency input embeddings or specialized activation layers. In this work, we demonstrate that these embeddings and activations are often configured with hyperparameters that perform well on average but are suboptimal for specific input signals under consideration, necessitating a costly grid search to identify optimal settings. Our key observation is that the initial frequency spectrum of an untrained model's output correlates strongly with the model's eventual performance on a given target signal. Leveraging this insight, we propose frequency shifting (or FreSh), a method that selects embedding hyperparameters to align the frequency spectrum of the model's initial output with that of the target signal. We show that this simple initialization technique improves performance across various neural representation methods and tasks, achieving results comparable to extensive hyperparameter sweeps but with only marginal computational overhead compared to training a single model with default hyperparameters.

cs.LG↗

Make Interval Bound Propagation great again

In various scenarios motivated by real life, such as medical data analysis, autonomous driving, and adversarial training, we are interested in robust deep networks. A network is robust when a relatively small perturbation of the input cannot lead to drastic changes in output (like change of class, etc.). This falls under the broader scope field of Neural Network Certification (NNC). Two crucial problems in NNC are of profound interest to the scientific community: how to calculate the robustness of a given pre-trained network and how to construct robust networks. The common approach to constructing robust networks is Interval Bound Propagation (IBP). This paper demonstrates that IBP is sub-optimal in the first case due to its susceptibility to the wrapping effect. Even for linear activation, IBP gives strongly sub-optimal bounds. Consequently, one should use strategies immune to the wrapping effect to obtain bounds close to optimal ones. We adapt two classical approaches dedicated to strict computations -- Dubleton Arithmetic and Affine Arithmetic -- to mitigate the wrapping effect in neural networks. These techniques yield precise results for networks with linear activation functions, thus resisting the wrapping effect. As a result, we achieve bounds significantly closer to the optimal level than IBPs.

cs.LG↗

GeoGuide: Geometric guidance of diffusion models

Diffusion models are among the most effective methods for image generation. This is in particular because, unlike GANs, they can be easily conditioned during training to produce elements with desired class or properties. However, guiding a pre-trained diffusion model to generate elements from previously unlabeled data is significantly more challenging. One of the possible solutions was given by the ADM-G guiding approach. Although ADM-G successfully generates elements from the given class, there is a significant quality gap compared to a model originally conditioned on this class. In particular, the FID score obtained by the ADM-G-guided diffusion model is nearly three times lower than the class-conditioned guidance. We demonstrate that this issue is partly due to ADM-G providing minimal guidance during the final stage of the denoising process. To address this problem, we propose GeoGuide, a guidance model based on tracing the distance of the diffusion model's trajectory from the data manifold. The main idea of GeoGuide is to produce normalized adjustments during the backward denoising process. As shown in the experiments, GeoGuide surpasses the probabilistic approach ADM-G with respect to both the FID scores and the quality of the generated images.

cs.CV↗

Gaussian Splatting with NeRF-based Color and Opacity

Neural Radiance Fields (NeRFs) have demonstrated the remarkable potential of neural networks to capture the intricacies of 3D objects. By encoding the shape and color information within neural network weights, NeRFs excel at producing strikingly sharp novel views of 3D objects. Recently, numerous generalizations of NeRFs utilizing generative models have emerged, expanding its versatility. In contrast, Gaussian Splatting (GS) offers a similar render quality with faster training and inference as it does not need neural networks to work. It encodes information about the 3D objects in the set of Gaussian distributions that can be rendered in 3D similarly to classical meshes. Unfortunately, GS are difficult to condition since they usually require circa hundred thousand Gaussian components. To mitigate the caveats of both models, we propose a hybrid model Viewing Direction Gaussian Splatting (VDGS) that uses GS representation of the 3D object's shape and NeRF-based encoding of color and opacity. Our model uses Gaussian distributions with trainable positions (i.e. means of Gaussian), shape (i.e. covariance of Gaussian), color and opacity, and a neural network that takes Gaussian parameters and viewing direction to produce changes in the said color and opacity. As a result, our model better describes shadows, light reflections, and the transparency of 3D objects without adding additional texture and light components.

cs.CV↗

Sparser, Better, Deeper, Stronger: Improving Sparse Training with Exact Orthogonal Initialization

Static sparse training aims to train sparse models from scratch, achieving remarkable results in recent years. A key design choice is given by the sparse initialization, which determines the trainable sub-network through a binary mask. Existing methods mainly select such mask based on a predefined dense initialization. Such an approach may not efficiently leverage the mask's potential impact on the optimization. An alternative direction, inspired by research into dynamical isometry, is to introduce orthogonality in the sparse subnetwork, which helps in stabilizing the gradient signal. In this work, we propose Exact Orthogonal Initialization (EOI), a novel sparse orthogonal initialization scheme based on composing random Givens rotations. Contrary to other existing approaches, our method provides exact (not approximated) orthogonality and enables the creation of layers with arbitrary densities. We demonstrate the superior effectiveness and efficiency of EOI through experiments, consistently outperforming common sparse initialization techniques. Our method enables training highly sparse 1000-layer MLP and CNN networks without residual connections or normalization techniques, emphasizing the crucial role of weight initialization in static sparse training alongside sparse mask selection. The code is available at https://github.com/woocash2/sparser-better-deeper-stronger

cs.LG↗

NegGS: Negative Gaussian Splatting

One of the key advantages of 3D rendering is its ability to simulate intricate scenes accurately. One of the most widely used methods for this purpose is Gaussian Splatting, a novel approach that is known for its rapid training and inference capabilities. In essence, Gaussian Splatting involves incorporating data about the 3D objects of interest into a series of Gaussian distributions, each of which can then be depicted in 3D in a manner analogous to traditional meshes. It is regrettable that the use of Gaussians in Gaussian Splatting is currently somewhat restrictive due to their perceived linear nature. In practice, 3D objects are often composed of complex curves and highly nonlinear structures. This issue can to some extent be alleviated by employing a multitude of Gaussian components to reflect the complex, nonlinear structures accurately. However, this approach results in a considerable increase in time complexity. This paper introduces the concept of negative Gaussians, which are interpreted as items with negative colors. The rationale behind this approach is based on the density distribution created by dividing the probability density functions (PDFs) of two Gaussians, which we refer to as Diff-Gaussian. Such a distribution can be used to approximate structures such as donut and moon-shaped datasets. Experimental findings indicate that the application of these techniques enhances the modeling of high-frequency elements with rapid color transitions. Additionally, it improves the representation of shadows. To the best of our knowledge, this is the first paper to extend the simple elipsoid shapes of Gaussian Splatting to more complex nonlinear structures.

cs.GR↗

LucidPPN: Unambiguous Prototypical Parts Network for User-centric Interpretable Computer Vision

Prototypical parts networks combine the power of deep learning with the explainability of case-based reasoning to make accurate, interpretable decisions. They follow the this looks like that reasoning, representing each prototypical part with patches from training images. However, a single image patch comprises multiple visual features, such as color, shape, and texture, making it difficult for users to identify which feature is important to the model. To reduce this ambiguity, we introduce the Lucid Prototypical Parts Network (LucidPPN), a novel prototypical parts network that separates color prototypes from other visual features. Our method employs two reasoning branches: one for non-color visual features, processing grayscale images, and another focusing solely on color information. This separation allows us to clarify whether the model's decisions are based on color, shape, or texture. Additionally, LucidPPN identifies prototypical parts corresponding to semantic parts of classified objects, making comparisons between data classes more intuitive, e.g., when two bird species might differ primarily in belly color. Our experiments demonstrate that the two branches are complementary and together achieve results comparable to baseline methods. More importantly, LucidPPN generates less ambiguous prototypical parts, enhancing user understanding.

cs.CV↗

ProMIL: Probabilistic Multiple Instance Learning for Medical Imaging

Multiple Instance Learning (MIL) is a weakly-supervised problem in which one label is assigned to the whole bag of instances. An important class of MIL models is instance-based, where we first classify instances and then aggregate those predictions to obtain a bag label. The most common MIL model is when we consider a bag as positive if at least one of its instances has a positive label. However, this reasoning does not hold in many real-life scenarios, where the positive bag label is often a consequence of a certain percentage of positive instances. To address this issue, we introduce a dedicated instance-based method called ProMIL, based on deep neural networks and Bernstein polynomial estimation. An important advantage of ProMIL is that it can automatically detect the optimal percentage level for decision-making. We show that ProMIL outperforms standard instance-based MIL in real-world medical applications. We make the code available.

eess.IV↗

ProPML: Probability Partial Multi-label Learning

Partial Multi-label Learning (PML) is a type of weakly supervised learning where each training instance corresponds to a set of candidate labels, among which only some are true. In this paper, we introduce \our{}, a novel probabilistic approach to this problem that extends the binary cross entropy to the PML setup. In contrast to existing methods, it does not require suboptimal disambiguation and, as such, can be applied to any deep architecture. Furthermore, experiments conducted on artificial and real-world datasets indicate that \our{} outperforms existing approaches, especially for high noise in a candidate set.

cs.LG↗

HyperSound: Generating Implicit Neural Representations of Audio Signals with Hypernetworks

Implicit neural representations (INRs) are a rapidly growing research field, which provides alternative ways to represent multimedia signals. Recent applications of INRs include image super-resolution, compression of high-dimensional signals, or 3D rendering. However, these solutions usually focus on visual data, and adapting them to the audio domain is not trivial. Moreover, it requires a separately trained model for every data sample. To address this limitation, we propose HyperSound, a meta-learning method leveraging hypernetworks to produce INRs for audio signals unseen at training time. We show that our approach can reconstruct sound waves with quality comparable to other state-of-the-art models.

cs.SD↗