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Marcin Mazur

Publications and source records attributed to Marcin Mazur.

At least 19 recordsLinked to original sources

Prof-K: Probabilistic One-Pass Filtering for Efficient Top-k Selection

Top-k selection is a fundamental computational primitive with applications spanning databases, information retrieval, signal processing, and modern machine learning workloads, including sparse activations and attention pruning. As data sizes grow, existing approaches become inefficient: exact methods incur high memory and compute overhead, while approximate methods often rely on brittle heuristics that degrade under adversarial or heavy-tailed inputs. In this paper, we introduce Prof-K, a fast, scalable, and distribution-agnostic top-k algorithm with probabilistic correctness guarantees. Prof-K performs a single-pass filtering procedure: a small random sample estimates an adaptive threshold, the N input elements are streamed once into a compact buffer, and an exact top-k routine on this buffer recovers the true top-k elements with probability at least 1 - $\epsilon$, where $\epsilon$ > 0 is user specified. We derive high-probability guarantees for correctness and buffer size, together with an approximately optimal sample size that minimizes overhead as a function of N and k. Empirically, Prof-K achieves 1.5x-10x speedups over the highly optimized PyTorch topk and recent RadiK implementations, with the largest gains in the large-scale, small-to-moderate-k regime where prior methods struggle most. Unlike previous approaches, these guarantees hold independently of the input distribution, ensuring robustness to adversarial settings. By relaxing the recall target (e.g., recovering 95% of the true top-k values), Prof-K additionally provides a principled accuracy-speed trade-off. We further demonstrate its impact on training BatchTopK Sparse Autoencoders (SAEs), where top-k selection constitutes a significant portion of the training cost.

cs.LG

Fast LapSum: Exact Differentiable Top-k at Million Scale

The top-$k$ operation is a fundamental building block of modern sparse computation, enabling token routing, expert activation, memory selection, and attention pruning. Yet standard hard top-$k$ blocks gradients, while existing continuous (soft) relaxations remain too costly for large-scale models. We introduce Fast LapSum, an exact-budget soft top-$k$ primitive whose GPU solver runs in linear time after sorting. Unlike prior linear-time methods such as DFTopK, which relax the normalization constraint, Fast LapSum is, to our knowledge, the first method to preserve an exact selection mass of $k$ while remaining fully differentiable end-to-end. Our solver combines a linear-time threshold computation with an analytical vector--Jacobian product, and for extreme scales employs probabilistic bracketing to sort only the uncertain middle band of kernel-noised scores. The resulting overhead is almost negligible: the solver processes $10^6$, $10^7$, and $10^8$ scores in $0.41$, $1.15$, and $5.23$\,ms, respectively. This makes exact soft top-$k$ practical for sparse routing, retrieval, and large-scale optimization. We demonstrate Fast LapSum on two demanding applications operating over millions of coordinates inside the training loop: generating megapixel sparse adversarial examples with an exact soft budget of ${\sim}0.02\%$ of an image's pixels, achieving an order-of-magnitude speedup over state-of-the-art methods, and training a fully differentiable sparse image coder from scratch.

cs.AI

TOM-GS: Editable Video Representation via Temporal Opacity Modulation of Static 3D Gaussians

While Implicit Neural Representations (INRs) and dynamic 3D Gaussian Splatting (3DGS) achieve impressive results in video processing, they often fall short of producing representations that are easily editable. Recent methods address this by introducing complex spatial deformations or folded distributions, which constrain optimization and reduce flexibility for downstream editing. In this paper, we introduce TOM-GS, an editable video representation that forgoes complex deformations in favor of regular 3D Gaussians equipped with a continuous temporal opacity formulation. By assigning a learnable temporal mean and scale to the opacity of each Gaussian, our model enables static 3D spatial components to fade smoothly in and out of the scene. Grounded by robust, off-the-shelf pose estimation, our approach maintains a static spatial geometry that naturally supports a wide range of manual and physics-based edits. TOM-GS outperforms prior editable video representations in visual fidelity, while its reliance on standard 3D Gaussians ensures seamless compatibility with established 3D editing tools.

cs.CV

SoftSAE: Dynamic Top-K Selection for Adaptive Sparse Autoencoders

Sparse Autoencoders (SAEs) have become an important tool in mechanistic interpretability, helping to analyze internal representations in both Large Language Models (LLMs) and Vision Transformers (ViTs). By decomposing polysemantic activations into sparse sets of monosemantic features, SAEs aim to translate neural network computations into human-understandable concepts. However, common architectures such as TopK SAEs rely on a fixed sparsity level. They enforce the same number of active features (K) across all inputs, ignoring the varying complexity of real-world data. Natural data often lies on manifolds with varying local intrinsic dimensionality, meaning the number of relevant factors can change significantly across samples. This suggests that a fixed sparsity level is not optimal. Simple inputs may require only a few features, while more complex ones need more expressive representations. Using a constant K can therefore introduce noise in simple cases or miss important structure in more complex ones. To address this issue, we propose SoftSAE, a sparse autoencoder with a Dynamic Top-K selection mechanism. Our method uses a differentiable Soft Top-K operator to learn an input-dependent sparsity level k. This allows the model to adjust the number of active features based on the complexity of each input. As a result, the representation better matches the structure of the data, and the explanation length reflects the amount of information in the input. Experimental results confirm that SoftSAE not only finds meaningful features, but also selects the right number of features for each concept. The source code is available at: https://github.com/St0pien/SoftSAE.

cs.LG

Adapting Vision-Language Models for E-commerce Understanding at Scale

E-commerce product understanding demands by nature, strong multimodal comprehension from text, images, and structured attributes. General-purpose Vision-Language Models (VLMs) enable generalizable multimodal latent modelling, yet there is no documented, well-known strategy for adapting them to the attribute-centric, multi-image, and noisy nature of e-commerce data, without sacrificing general performance. In this work, we show through a large-scale experimental study, how targeted adaptation of general VLMs can substantially improve e-commerce performance while preserving broad multimodal capabilities. Furthermore, we propose a novel extensive evaluation suite covering deep product understanding, strict instruction following, and dynamic attribute extraction.

cs.CV

QuantumGS: Quantum Encoding Framework for Gaussian Splatting

Recent advances in neural rendering, particularly 3D Gaussian Splatting (3DGS), have enabled real-time rendering of complex scenes. However, standard 3DGS relies on spherical harmonics, which often struggle to accurately capture high-frequency view-dependent effects such as sharp reflections and transparency. While hybrid approaches like Viewing Direction Gaussian Splatting (VDGS) mitigate this limitation using classical Multi-Layer Perceptrons (MLPs), they remain limited by the expressivity of classical networks in low-parameter regimes. In this paper, we introduce QuantumGS, a novel hybrid framework that integrates Variational Quantum Circuits (VQC) into the Gaussian Splatting pipeline. We propose a unique encoding strategy that maps the viewing direction directly onto the Bloch sphere, leveraging the natural geometry of qubits to represent 3D directional data. By replacing classical color-modulating networks with quantum circuits generated via a hypernetwork or conditioning mechanism, we achieve higher expressivity and better generalization. Source code is available in the supplementary material. Code is available at https://github.com/gwilczynski95/QuantumGS

quant-ph

ReLAPSe: Reinforcement-Learning-trained Adversarial Prompt Search for Erased concepts in unlearned diffusion models

Machine unlearning is a key defense mechanism for removing unauthorized concepts from text-to-image diffusion models, yet recent evidence shows that latent visual information often persists after unlearning. Existing adversarial approaches for exploiting this leakage are constrained by fundamental limitations: optimization-based methods are computationally expensive due to per-instance iterative search. At the same time, reasoning-based and heuristic techniques lack direct feedback from the target model's latent visual representations. To address these challenges, we introduce ReLAPSe, a policy-based adversarial framework that reformulates concept restoration as a reinforcement learning problem. ReLAPSe trains an agent using Reinforcement Learning with Verifiable Rewards (RLVR), leveraging the diffusion model's noise prediction loss as a model-intrinsic and verifiable feedback signal. This closed-loop design directly aligns textual prompt manipulation with latent visual residuals, enabling the agent to learn transferable restoration strategies rather than optimizing isolated prompts. By pioneering the shift from per-instance optimization to global policy learning, ReLAPSe achieves efficient, near-real-time recovery of fine-grained identities and styles across multiple state-of-the-art unlearning methods, providing a scalable tool for rigorous red-teaming of unlearned diffusion models. Some experimental evaluations involve sensitive visual concepts, such as nudity. Code is available at https://github.com/gmum/ReLaPSe

cs.CV

MedGS: Gaussian Splatting for Multi-Modal 3D Medical Imaging

Endoluminal endoscopic procedures are essential for diagnosing colorectal cancer and other severe conditions in the digestive tract, urogenital system, and airways. 3D reconstruction and novel-view synthesis from endoscopic images are promising tools for enhancing diagnosis. Moreover, integrating physiological deformations and interaction with the endoscope enables the development of simulation tools from real video data. However, constrained camera trajectories and view-dependent lighting create artifacts, leading to inaccurate or overfitted reconstructions. We present MedGS, a novel 3D reconstruction framework leveraging the unique property of endoscopic imaging, where a single light source is closely aligned with the camera. Our method separates light effects from tissue properties. MedGS enhances 3D Gaussian Splatting with a physically based relightable model. We boost the traditional light transport formulation with a specialized MLP capturing complex light-related effects while ensuring reduced artifacts and better generalization across novel views. MedGS achieves superior reconstruction quality compared to baseline methods on both public and in-house datasets. Unlike existing approaches, MedGS enables tissue modifications while preserving a physically accurate response to light, making it closer to real-world clinical use. Repository: https://github.com/gmum/MedGS

cs.CV

UnGuide: Learning to Forget with LoRA-Guided Diffusion Models

Recent advances in large-scale text-to-image diffusion models have heightened concerns about their potential misuse, especially in generating harmful or misleading content. This underscores the urgent need for effective machine unlearning, i.e., removing specific knowledge or concepts from pretrained models without compromising overall performance. One possible approach is Low-Rank Adaptation (LoRA), which offers an efficient means to fine-tune models for targeted unlearning. However, LoRA often inadvertently alters unrelated content, leading to diminished image fidelity and realism. To address this limitation, we introduce UnGuide -- a novel approach which incorporates UnGuidance, a dynamic inference mechanism that leverages Classifier-Free Guidance (CFG) to exert precise control over the unlearning process. UnGuide modulates the guidance scale based on the stability of a few first steps of denoising processes, enabling selective unlearning by LoRA adapter. For prompts containing the erased concept, the LoRA module predominates and is counterbalanced by the base model; for unrelated prompts, the base model governs generation, preserving content fidelity. Empirical results demonstrate that UnGuide achieves controlled concept removal and retains the expressive power of diffusion models, outperforming existing LoRA-based methods in both object erasure and explicit content removal tasks.

cs.CV

CLIPGaussian: Universal and Multimodal Style Transfer Based on Gaussian Splatting

Gaussian Splatting (GS) has recently emerged as an efficient representation for rendering 3D scenes from 2D images and has been extended to images, videos, and dynamic 4D content. However, applying style transfer to GS-based representations, especially beyond simple color changes, remains challenging. In this work, we introduce CLIPGaussian, the first unified style transfer framework that supports text- and image-guided stylization across multiple modalities: 2D images, videos, 3D objects, and 4D scenes. Our method operates directly on Gaussian primitives and integrates into existing GS pipelines as a plug-in module, without requiring large generative models or retraining from scratch. The CLIPGaussian approach enables joint optimization of color and geometry in 3D and 4D settings, and achieves temporal coherence in videos, while preserving the model size. We demonstrate superior style fidelity and consistency across all tasks, validating CLIPGaussian as a universal and efficient solution for multimodal style transfer.

cs.CV

CEC-MMR: Cross-Entropy Clustering Approach to Multi-Modal Regression

In practical applications of regression analysis, it is not uncommon to encounter a multitude of values for each attribute. In such a situation, the univariate distribution, which is typically Gaussian, is suboptimal because the mean may be situated between modes, resulting in a predicted value that differs significantly from the actual data. Consequently, to address this issue, a mixture distribution with parameters learned by a neural network, known as a Mixture Density Network (MDN), is typically employed. However, this approach has an important inherent limitation, in that it is not feasible to ascertain the precise number of components with a reasonable degree of accuracy. In this paper, we introduce CEC-MMR, a novel approach based on Cross-Entropy Clustering (CEC), which allows for the automatic detection of the number of components in a regression problem. Furthermore, given an attribute and its value, our method is capable of uniquely identifying it with the underlying component. The experimental results demonstrate that CEC-MMR yields superior outcomes compared to classical MDNs.

cs.CV

PALATE: Peculiar Application of the Law of Total Expectation to Enhance the Evaluation of Deep Generative Models

Deep generative models (DGMs) have caused a paradigm shift in the field of machine learning, yielding noteworthy advancements in domains such as image synthesis, natural language processing, and other related areas. However, a comprehensive evaluation of these models that accounts for the trichotomy between fidelity, diversity, and novelty in generated samples remains a formidable challenge. A recently introduced solution that has emerged as a promising approach in this regard is the Feature Likelihood Divergence (FLD), a method that offers a theoretically motivated practical tool, yet also exhibits some computational challenges. In this paper, we propose PALATE, a novel enhancement to the evaluation of DGMs that addresses limitations of existing metrics. Our approach is based on a peculiar application of the law of total expectation to random variables representing accessible real data. When combined with the MMD baseline metric and DINOv2 feature extractor, PALATE offers a holistic evaluation framework that matches or surpasses state-of-the-art solutions while providing superior computational efficiency and scalability to large-scale datasets. Through a series of experiments, we demonstrate the effectiveness of the PALATE enhancement, contributing a computationally efficient, holistic evaluation approach that advances the field of DGMs assessment, especially in detecting sample memorization and evaluating generalization capabilities.

cs.LG

MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization

Gaussian Splatting (GS) is a recent and pivotal technique in 3D computer graphics. GS-based algorithms almost always bypass classical methods such as ray tracing, which offer numerous inherent advantages for rendering. For example, ray tracing can handle incoherent rays for advanced lighting effects, including shadows and reflections. To address this limitation, we introduce MeshSplats, a method which converts GS to a mesh-like format. Following the completion of training, MeshSplats transforms Gaussian elements into mesh faces, enabling rendering using ray tracing methods with all their associated benefits. Our model can be utilized immediately following transformation, yielding a mesh of slightly reduced reconstruction quality without additional training. Furthermore, we can enhance the quality by applying a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. Importantly, MeshSplats acts as a wrapper, converting pre-trained GS models into a ray-traceable format. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.

cs.GR

Tight Bounds for Jensen's Gap with Applications to Variational Inference

Since its original formulation, Jensen's inequality has played a fundamental role across mathematics, statistics, and machine learning, with its probabilistic version highlighting the nonnegativity of the so-called Jensen's gap, i.e., the difference between the expectation of a convex function and the function at the expectation. Of particular importance is the case when the function is logarithmic, as this setting underpins many applications in variational inference, where the term variational gap is often used interchangeably. Recent research has focused on estimating the size of Jensen's gap and establishing tight lower and upper bounds under various assumptions on the underlying function and distribution, driven by practical challenges such as the intractability of log-likelihood in graphical models like variational autoencoders (VAEs). In this paper, we propose new, general bounds for Jensen's gap that accommodate a broad range of assumptions on both the function and the random variable, with special attention to exponential and logarithmic cases. We provide both analytical and empirical evidence for the performance of our method. Furthermore, we relate our bounds to the PAC-Bayes framework, providing new insights into generalization performance in probabilistic models.

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

VeGaS: Video Gaussian Splatting

Implicit Neural Representations (INRs) employ neural networks to approximate discrete data as continuous functions. In the context of video data, such models can be utilized to transform the coordinates of pixel locations along with frame occurrence times (or indices) into RGB color values. Although INRs facilitate effective compression, they are unsuitable for editing purposes. One potential solution is to use a 3D Gaussian Splatting (3DGS) based model, such as the Video Gaussian Representation (VGR), which is capable of encoding video as a multitude of 3D Gaussians and is applicable for numerous video processing operations, including editing. Nevertheless, in this case, the capacity for modification is constrained to a limited set of basic transformations. To address this issue, we introduce the Video Gaussian Splatting (VeGaS) model, which enables realistic modifications of video data. To construct VeGaS, we propose a novel family of Folded-Gaussian distributions designed to capture nonlinear dynamics in a video stream and model consecutive frames by 2D Gaussians obtained as respective conditional distributions. Our experiments demonstrate that VeGaS outperforms state-of-the-art solutions in frame reconstruction tasks and allows realistic modifications of video data. The code is available at: https://github.com/gmum/VeGaS.

cs.CV

GASP: Gaussian Splatting for Physic-Based Simulations

Physics simulation is paramount for modeling and utilizing 3D scenes in various real-world applications. However, integrating with state-of-the-art 3D scene rendering techniques such as Gaussian Splatting (GS) remains challenging. Existing models use additional meshing mechanisms, including triangle or tetrahedron meshing, marching cubes, or cage meshes. Alternatively, we can modify the physics-grounded Newtonian dynamics to align with 3D Gaussian components. Current models take the first-order approximation of a deformation map, which locally approximates the dynamics by linear transformations. In contrast, our GS for Physics-Based Simulations (GASP) pipeline uses parametrized flat Gaussian distributions. Consequently, the problem of modeling Gaussian components using the physics engine is reduced to working with 3D points. In our work, we present additional rules for manipulating Gaussians, demonstrating how to adapt the pipeline to incorporate meshes, control Gaussian sizes during simulations, and enhance simulation efficiency. This is achieved through the Gaussian grouping strategy, which implements hierarchical structuring and enables simulations to be performed exclusively on selected Gaussians. The resulting solution can be integrated into any physics engine that can be treated as a black box. As demonstrated in our studies, the proposed pipeline exhibits superior performance on a diverse range of benchmark datasets designed for 3D object rendering. The project webpage, which includes additional visualizations, can be found at https://waczjoan.github.io/GASP.

cs.CV

HyperNeRFGAN: Hypernetwork approach to 3D NeRF GAN

The recent surge in popularity of deep generative models for 3D objects has highlighted the need for more efficient training methods, particularly given the difficulties associated with training with conventional 3D representations, such as voxels or point clouds. Neural Radiance Fields (NeRFs), which provide the current benchmark in terms of quality for the generation of novel views of complex 3D scenes from a limited set of 2D images, represent a promising solution to this challenge. However, the training of these models requires the knowledge of the respective camera positions from which the images were viewed. In this paper, we overcome this limitation by introducing HyperNeRFGAN, a Generative Adversarial Network (GAN) architecture employing a hypernetwork paradigm to transform a Gaussian noise into the weights of a NeRF architecture that does not utilize viewing directions in its training phase. Consequently, as evidenced by the findings of our experimental study, the proposed model, despite its notable simplicity in comparison to existing state-of-the-art alternatives, demonstrates superior performance on a diverse range of image datasets where camera position estimation is challenging, particularly in the context of medical data.

cs.CV