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Marcin Mazur

Publications and source records attributed to Marcin Mazur.

At least 37 records · Page 2Linked 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↗

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↗

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↗

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↗

Modeling 3D Surface Manifolds with a Locally Conditioned Atlas

Recently proposed 3D object reconstruction methods represent a mesh with an atlas - a set of planar patches approximating the surface. However, their application in a real-world scenario is limited since the surfaces of reconstructed objects contain discontinuities, which degrades the quality of the final mesh. This is mainly caused by independent processing of individual patches, and in this work, we postulate to mitigate this limitation by preserving local consistency around patch vertices. To that end, we introduce a Locally Conditioned Atlas (LoCondA), a framework for representing a 3D object hierarchically in a generative model. Firstly, the model maps a point cloud of an object into a sphere. Secondly, by leveraging a spherical prior, we enforce the mapping to be locally consistent on the sphere and on the target object. This way, we can sample a mesh quad on that sphere and project it back onto the object's manifold. With LoCondA, we can produce topologically diverse objects while maintaining quads to be stitched together. We show that the proposed approach provides structurally coherent reconstructions while producing meshes of quality comparable to the competitors.

cs.CV↗

HyperPlanes: Hypernetwork Approach to Rapid NeRF Adaptation

Neural radiance fields (NeRFs) are a widely accepted standard for synthesizing new 3D object views from a small number of base images. However, NeRFs have limited generalization properties, which means that we need to use significant computational resources to train individual architectures for each item we want to represent. To address this issue, we propose a few-shot learning approach based on the hypernetwork paradigm that does not require gradient optimization during inference. The hypernetwork gathers information from the training data and generates an update for universal weights. As a result, we have developed an efficient method for generating a high-quality 3D object representation from a small number of images in a single step. This has been confirmed by direct comparison with the state-of-the-art solutions and a comprehensive ablation study.

cs.CV↗

Target Layer Regularization for Continual Learning Using Cramer-Wold Generator

We propose an effective regularization strategy (CW-TaLaR) for solving continual learning problems. It uses a penalizing term expressed by the Cramer-Wold distance between two probability distributions defined on a target layer of an underlying neural network that is shared by all tasks, and the simple architecture of the Cramer-Wold generator for modeling output data representation. Our strategy preserves target layer distribution while learning a new task but does not require remembering previous tasks' datasets. We perform experiments involving several common supervised frameworks, which prove the competitiveness of the CW-TaLaR method in comparison to a few existing state-of-the-art continual learning models.

cs.LG↗

HyperCube: Implicit Field Representations of Voxelized 3D Models

Recently introduced implicit field representations offer an effective way of generating 3D object shapes. They leverage implicit decoder trained to take a 3D point coordinate concatenated with a shape encoding and to output a value which indicates whether the point is outside the shape or not. Although this approach enables efficient rendering of visually plausible objects, it has two significant limitations. First, it is based on a single neural network dedicated for all objects from a training set which results in a cumbersome training procedure and its application in real life. More importantly, the implicit decoder takes only points sampled within voxels (and not the entire voxels) which yields problems at the classification boundaries and results in empty spaces within the rendered mesh. To solve the above limitations, we introduce a new HyperCube architecture based on interval arithmetic network, that enables direct processing of 3D voxels, trained using a hypernetwork paradigm to enforce model convergence. Instead of processing individual 3D samples from within a voxel, our approach allows to input the entire voxel (3D cube) represented with its convex hull coordinates, while the target network constructed by a hypernet assigns it to an inside or outside category. As a result our HyperCube model outperforms the competing approaches both in terms of training and inference efficiency, as well as the final mesh quality.

cs.CV↗

HyperPocket: Generative Point Cloud Completion

Scanning real-life scenes with modern registration devices typically give incomplete point cloud representations, mostly due to the limitations of the scanning process and 3D occlusions. Therefore, completing such partial representations remains a fundamental challenge of many computer vision applications. Most of the existing approaches aim to solve this problem by learning to reconstruct individual 3D objects in a synthetic setup of an uncluttered environment, which is far from a real-life scenario. In this work, we reformulate the problem of point cloud completion into an object hallucination task. Thus, we introduce a novel autoencoder-based architecture called HyperPocket that disentangles latent representations and, as a result, enables the generation of multiple variants of the completed 3D point clouds. We split point cloud processing into two disjoint data streams and leverage a hypernetwork paradigm to fill the spaces, dubbed pockets, that are left by the missing object parts. As a result, the generated point clouds are not only smooth but also plausible and geometrically consistent with the scene. Our method offers competitive performances to the other state-of-the-art models, and it enables a~plethora of novel applications.

cs.CV↗

Gravilon: Applications of a New Gradient Descent Method to Machine Learning

Gradient descent algorithms have been used in countless applications since the inception of Newton's method. The explosion in the number of applications of neural networks has re-energized efforts in recent years to improve the standard gradient descent method in both efficiency and accuracy. These methods modify the effect of the gradient in updating the values of the parameters. These modifications often incorporate hyperparameters: additional variables whose values must be specified at the outset of the program. We provide, below, a novel gradient descent algorithm, called Gravilon, that uses the geometry of the hypersurface to modify the length of the step in the direction of the gradient. Using neural networks, we provide promising experimental results comparing the accuracy and efficiency of the Gravilon method against commonly used gradient descent algorithms on MNIST digit classification.

cs.LG↗

Generative models with kernel distance in data space

Generative models dealing with modeling a~joint data distribution are generally either autoencoder or GAN based. Both have their pros and cons, generating blurry images or being unstable in training or prone to mode collapse phenomenon, respectively. The objective of this paper is to construct a~model situated between above architectures, one that does not inherit their main weaknesses. The proposed LCW generator (Latent Cramer-Wold generator) resembles a classical GAN in transforming Gaussian noise into data space. What is of utmost importance, instead of a~discriminator, LCW generator uses kernel distance. No adversarial training is utilized, hence the name generator. It is trained in two phases. First, an autoencoder based architecture, using kernel measures, is built to model a manifold of data. We propose a Latent Trick mapping a Gaussian to latent in order to get the final model. This results in very competitive FID values.

cs.LG↗

Cramer-Wold AutoEncoder

We propose a new generative model, Cramer-Wold Autoencoder (CWAE). Following WAE, we directly encourage normality of the latent space. Our paper uses also the recent idea from Sliced WAE (SWAE) model, which uses one-dimensional projections as a method of verifying closeness of two distributions. The crucial new ingredient is the introduction of a new (Cramer-Wold) metric in the space of densities, which replaces the Wasserstein metric used in SWAE. We show that the Cramer-Wold metric between Gaussian mixtures is given by a simple analytic formula, which results in the removal of sampling necessary to estimate the cost function in WAE and SWAE models. As a consequence, while drastically simplifying the optimization procedure, CWAE produces samples of a matching perceptual quality to other SOTA models.

cs.LG↗

Some properties of coefficients of cyclotomic polynomials

This paper investigates coefficients of cyclotomic polynomials theoretically and experimentally. We prove the following result. {{\em If $n=p_1\ldots p_k$ where $p_i$ are odd primes and $p_1<p_2<\ldots<p_r<p_1+p_2<p_{r+1}<\ldots<p_t$ with $t\geq 3$ odd, then the numbers $-(r-2),-(r-3),\ldots, r-2, r-1$ are all coefficients of the cyclotomic polynomial $Φ_{2n}$. Furthermore, if $1+p_r<p_1+p_2$ then $1-r$ is also a coefficient of $Φ_{2n}$.} In the experimental part, in two instances we present computational evidence for asymptotic symmetry between distribution of positive and negative coefficients, and state the resulting conjectures.}

math.NT↗

Sliced generative models

In this paper we discuss a class of AutoEncoder based generative models based on one dimensional sliced approach. The idea is based on the reduction of the discrimination between samples to one-dimensional case. Our experiments show that methods can be divided into two groups. First consists of methods which are a modification of standard normality tests, while the second is based on classical distances between samples. It turns out that both groups are correct generative models, but the second one gives a slightly faster decrease rate of Fréchet Inception Distance (FID).

cs.LG↗

Generators of maximal orders

Let R be the ring of algebraic integers in a number field K and let L be a maximal order in a semisimple K-algebra B. Building on our previous work, we compute the smallest number of algebra generators of L considered as an R-algebra. This reproves and vastly extends the results of P.A.B. Pleasants, who considered the case when B is a number field. In order to achieve our goal, we obtain several results about counting generators of algebras which have finitely many elements. These results should be of independent interest.

math.RA↗

Representations of analytic functions as infinite products and their application to numerical computations

Let $D$ be an open disk of radius $\le 1$ in $\mathbb C$, and let $(ε_n)$ be a sequence of $\pm 1$. We prove that for every analytic function $f: D \to \mathbb C$ without zeros in $D$, there exists a unique sequence $(α_n)$ of complex numbers such that $f(z) = f(0)\prod_{n=1}^{\infty} (1+ε_nz^n)^{α_n}$ for every $z \in D$. From this representation we obtain a numerical method for calculating products of the form $\prod_{p \text{prime}} f(1/p)$ provided $f(0)=1$ and $f'(0) = 0$; our method generalizes a well known method of Pieter Moree. We illustrate this method on a constant of Ramanujan $π^{-1/2}\prod_{p \text{prime}} \sqrt{p^2-p}\ln(p/(p-1))$. From the properties of the exponents $α_n$, we obtain a proof of the following congruences, which have been the subject of several recent publications motivated by some questions of Arnold: for every $n \times n$ integral matrix $A$, every prime number $p$, and every positive integer $k$ we have $\text{tr} A^{p^k} \equiv \text{tr} A^{p^{k-1}} (\text{mod}\,{p^k})$.

math.NT↗

On the conjectures of Atiyah and Sutcliffe

Motivated by certain questions in physics, Atiyah defined a determinant function which to any set of $n$ distinct points $x_1,..., x_n$ in $\mathbb R^3$ assigns a complex number $D(x_1,..., x_n)$. In a joint work, he and Sutcliffe stated three intriguing conjectures about this determinant. They provided compelling numerical evidence for the conjectures and an interesting physical interpretation of the determinant. The first conjecture asserts that the determinant never vanishes, the second states that its absolute value is at least one, and the third says that $|D(x_1,..., x_n)|^{n-2}\geq \prod_{i=1}^n |D(x_1,..., x_{i-1},x_{i+1},..., x_n)|$. Despite their simple formulation, these conjectures appear to be notoriously difficult. Let $D_n$ denote the Atiyah determinant evaluated at the vertices of a regular $n-$gon. We prove that $\lim_{n\to \infty} \frac{\ln D_n}{n^2}= \frac{7ζ(3)}{2π^2}-\frac{\ln 2}{2}=0.07970479...$ and establish the second conjecture in this case. Furthermore, we prove the second conjecture for vertices of a convex quadrilateral and the third conjecture for vertices of an inscribed quadrilateral.

math.AG↗