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Matthew Hull

Publications and source records attributed to Matthew Hull.

18 recordsLinked to original sources

ARMOR: Manifold-Oriented Training for Adversarially Robust Aerial Object Detection under Data Scarcity

Aerial object detection is increasingly deployed in real-world applications, but models remain vulnerable to physical, universal adversarial patches that cause them to miss objects. Furthermore, defenders face the practical constraint of training data scarcity: aerial imagery is costly to collect and label, so a deployment site typically yields hundreds of images rather than the tens of thousands that adversarial robustness benchmarks assume. To tackle model vulnerability and training data scarcity, we propose Adversarial Robustness with Manifold-Oriented Training (ARMOR), a novel defense that realizes the core insights of on-manifold adversarial training (OMAT) in low-data regimes. ARMOR builds on the insight of OMAT to model the data manifold - the compact structure capturing the data's relevant features - to learn and robustify these features during training. While OMAT relies on the data-intensive operations of training large generative models and adversarial training to achieve this, ARMOR adopts a data-efficient approach that reuses labels the detection task already supplies: ARMOR (i) masks image backgrounds to retain object-relevant features, and (ii) injects randomized patches on objects to improve feature robustness. Our low-data experiments with physically-realizable adversarial patches evaluate both query-free transfer attacks and defense-aware attacks. ARMOR maintains strong clean performance of over 0.90 model confidence, while improving adversarial robustness by up to 0.32 in model confidence over state-of-the-art defenses. Physical experiments with printed patches confirm that these gains survive deployment. Overall, ARMOR translates insights from manifold-based training to defend object detectors amidst training data scarcity.

cs.CV

ALLUDE: A Unified Evaluation System for Configurable Attacks in Differentiable Environments

Adversarial attacks against vision models like object detectors are often evaluated under limited conditions, leaving their performance under-characterized. Bridging simulation and differentiable rendering enables more robust, end-to-end evaluation of these adversarial attacks, yet there is no easy-to-use, unified system that offers a rich set of customizable configurations for adversarial attacks across multiple scenes, objects, environmental and lighting conditions, and camera trajectories. We present ALLUDE, which addresses these gaps, offering first-of-its-kind evaluation capabilities across Linux and Windows. We comprehensively demonstrate ALLUDE's evaluation breadth through a two-pronged strategy: (1) using Latin Hypercube Sampling, we draw a representative subset from 5,400 configurations spanning 10 scene-object pairs, 9 weather conditions, 4 optimizers, 5 camera trajectories, and 3 detection models; (2) we stress-test existing attacks (CAMOU, RAUCA, FCA) under diverse weather conditions and continuous camera trajectories, revealing degradation of attack success across every attack, exposing evaluation gaps in prior work. Through ALLUDE's end-to-end differentiable rendering, adversarial attacks can be optimized against shifting real-world deployment conditions. Our cross-platform code is open source.

cs.CV

UNDREAM: Bridging Differentiable Rendering and Photorealistic Simulation for End-to-end Adversarial Attacks

Deep learning models deployed in safety critical applications like autonomous driving use simulations to test their robustness against adversarial attacks in realistic conditions. However, these simulations are non-differentiable, forcing researchers to create attacks that do not integrate simulation environmental factors, reducing attack success. To address this limitation, we introduce UNDREAM, the first software framework that bridges the gap between photorealistic simulators and differentiable renderers to enable end-to-end optimization of adversarial perturbations on any 3D objects. UNDREAM enables manipulation of the environment by offering complete control over weather, lighting, backgrounds, camera angles, trajectories, and realistic human and object movements, thereby allowing the creation of diverse scenes. We showcase a wide array of distinct physically plausible adversarial objects that UNDREAM enables researchers to swiftly explore in different configurable environments. This combination of photorealistic simulation and differentiable optimization opens new avenues for advancing research of physical adversarial attacks.

cs.CR

ComplicitSplat: Downstream Models are Vulnerable to Blackbox Attacks by 3D Gaussian Splat Camouflages

As 3D Gaussian Splatting (3DGS) gains rapid adoption in safety-critical tasks for efficient novel-view synthesis from static images, how might an adversary tamper images to cause harm? We introduce ComplicitSplat, the first attack that exploits standard 3DGS shading methods to create viewpoint-specific camouflage - colors and textures that change with viewing angle - to embed adversarial content in scene objects that are visible only from specific viewpoints and without requiring access to model architecture or weights. Our extensive experiments show that ComplicitSplat generalizes to successfully attack a variety of popular detector - both single-stage, multi-stage, and transformer-based models on both real-world capture of physical objects and synthetic scenes. To our knowledge, this is the first black-box attack on downstream object detectors using 3DGS, exposing a novel safety risk for applications like autonomous navigation and other mission-critical robotic systems.

cs.CV

3D Gaussian Splat Vulnerabilities

With 3D Gaussian Splatting (3DGS) being increasingly used in safety-critical applications, how can an adversary manipulate the scene to cause harm? We introduce CLOAK, the first attack that leverages view-dependent Gaussian appearances - colors and textures that change with viewing angle - to embed adversarial content visible only from specific viewpoints. We further demonstrate DAGGER, a targeted adversarial attack directly perturbing 3D Gaussians without access to underlying training data, deceiving multi-stage object detectors e.g., Faster R-CNN, through established methods such as projected gradient descent. These attacks highlight underexplored vulnerabilities in 3DGS, introducing a new potential threat to robotic learning for autonomous navigation and other safety-critical 3DGS applications.

cs.CR

Managing Project Teams in an Online Class of 1000+ Students

Team projects in Computer Science (CS) help students build collaboration skills, apply theory, and prepare for real-world software development. Online classes present unique opportunities to transform the accessibility of CS education at scale. Still, the geographical distribution of students and staff adds complexity to forming effective teams, providing consistent feedback, and facilitating peer interactions. We discuss our approach of managing, evaluating, and providing constructive feedback to over 200 project teams, comprising 1000+ graduate students distributed globally, two professors, and 25+ teaching assistants. We deployed and iteratively refined this approach over 10 years while offering the Data and Visual Analytics course (CSE 6242) at Georgia Institute of Technology. Our approach and insights can help others striving to make CS education accessible, especially in online and large-scale settings.

cs.CY

RenderBender: A Survey on Adversarial Attacks Using Differentiable Rendering

Differentiable rendering techniques like Gaussian Splatting and Neural Radiance Fields have become powerful tools for generating high-fidelity models of 3D objects and scenes. Their ability to produce both physically plausible and differentiable models of scenes are key ingredient needed to produce physically plausible adversarial attacks on DNNs. However, the adversarial machine learning community has yet to fully explore these capabilities, partly due to differing attack goals (e.g., misclassification, misdetection) and a wide range of possible scene manipulations used to achieve them (e.g., alter texture, mesh). This survey contributes the first framework that unifies diverse goals and tasks, facilitating easy comparison of existing work, identifying research gaps, and highlighting future directions - ranging from expanding attack goals and tasks to account for new modalities, state-of-the-art models, tools, and pipelines, to underscoring the importance of studying real-world threats in complex scenes.

cs.LG

Navigating the Safety Landscape: Measuring Risks in Finetuning Large Language Models

Safety alignment is crucial to ensure that large language models (LLMs) behave in ways that align with human preferences and prevent harmful actions during inference. However, recent studies show that the alignment can be easily compromised through finetuning with only a few adversarially designed training examples. We aim to measure the risks in finetuning LLMs through navigating the LLM safety landscape. We discover a new phenomenon observed universally in the model parameter space of popular open-source LLMs, termed as "safety basin": random perturbations to model weights maintain the safety level of the original aligned model within its local neighborhood. However, outside this local region, safety is fully compromised, exhibiting a sharp, step-like drop. This safety basin contrasts sharply with the LLM capability landscape, where model performance peaks at the origin and gradually declines as random perturbation increases. Our discovery inspires us to propose the new VISAGE safety metric that measures the safety in LLM finetuning by probing its safety landscape. Visualizing the safety landscape of the aligned model enables us to understand how finetuning compromises safety by dragging the model away from the safety basin. The LLM safety landscape also highlights the system prompt's critical role in protecting a model, and that such protection transfers to its perturbed variants within the safety basin. These observations from our safety landscape research provide new insights for future work on LLM safety community. Our code is publicly available at https://github.com/ShengYun-Peng/llm-landscape.

cs.LG

REVAMP: Automated Simulations of Adversarial Attacks on Arbitrary Objects in Realistic Scenes

Deep Learning models, such as those used in an autonomous vehicle are vulnerable to adversarial attacks where an attacker could place an adversarial object in the environment, leading to mis-classification. Generating these adversarial objects in the digital space has been extensively studied, however successfully transferring these attacks from the digital realm to the physical realm has proven challenging when controlling for real-world environmental factors. In response to these limitations, we introduce REVAMP, an easy-to-use Python library that is the first-of-its-kind tool for creating attack scenarios with arbitrary objects and simulating realistic environmental factors, lighting, reflection, and refraction. REVAMP enables researchers and practitioners to swiftly explore various scenarios within the digital realm by offering a wide range of configurable options for designing experiments and using differentiable rendering to reproduce physically plausible adversarial objects. We will demonstrate and invite the audience to try REVAMP to produce an adversarial texture on a chosen object while having control over various scene parameters. The audience will choose a scene, an object to attack, the desired attack class, and the number of camera positions to use. Then, in real time, we show how this altered texture causes the chosen object to be mis-classified, showcasing the potential of REVAMP in real-world scenarios. REVAMP is open-source and available at https://github.com/poloclub/revamp.

cs.LG

VisGrader: Automatic Grading of D3 Visualizations

Manually grading D3 data visualizations is a challenging endeavor, and is especially difficult for large classes with hundreds of students. Grading an interactive visualization requires a combination of interactive, quantitative, and qualitative evaluation that are conventionally done manually and are difficult to scale up as the visualization complexity, data size, and number of students increase. We present VisGrader, a first-of-its kind automatic grading method for D3 visualizations that scalably and precisely evaluates the data bindings, visual encodings, interactions, and design specifications used in a visualization. Our method enhances students learning experience, enabling them to submit their code frequently and receive rapid feedback to better inform iteration and improvement to their code and visualization design. We have successfully deployed our method and auto-graded D3 submissions from more than 4000 students in a visualization course at Georgia Tech, and received positive feedback for expanding its adoption.

cs.HC

Robust Principles: Architectural Design Principles for Adversarially Robust CNNs

Our research aims to unify existing works' diverging opinions on how architectural components affect the adversarial robustness of CNNs. To accomplish our goal, we synthesize a suite of three generalizable robust architectural design principles: (a) optimal range for depth and width configurations, (b) preferring convolutional over patchify stem stage, and (c) robust residual block design through adopting squeeze and excitation blocks and non-parametric smooth activation functions. Through extensive experiments across a wide spectrum of dataset scales, adversarial training methods, model parameters, and network design spaces, our principles consistently and markedly improve AutoAttack accuracy: 1-3 percentage points (pp) on CIFAR-10 and CIFAR-100, and 4-9 pp on ImageNet. The code is publicly available at https://github.com/poloclub/robust-principles.

cs.CV

LLM Self Defense: By Self Examination, LLMs Know They Are Being Tricked

Large language models (LLMs) are popular for high-quality text generation but can produce harmful content, even when aligned with human values through reinforcement learning. Adversarial prompts can bypass their safety measures. We propose LLM Self Defense, a simple approach to defend against these attacks by having an LLM screen the induced responses. Our method does not require any fine-tuning, input preprocessing, or iterative output generation. Instead, we incorporate the generated content into a pre-defined prompt and employ another instance of an LLM to analyze the text and predict whether it is harmful. We test LLM Self Defense on GPT 3.5 and Llama 2, two of the current most prominent LLMs against various types of attacks, such as forcefully inducing affirmative responses to prompts and prompt engineering attacks. Notably, LLM Self Defense succeeds in reducing the attack success rate to virtually 0 using both GPT 3.5 and Llama 2. The code is publicly available at https://github.com/poloclub/llm-self-defense

cs.CL

Towards Automatic Grading of D3.js Visualizations

Manually grading D3 data visualizations is a challenging endeavor, and is especially difficult for large classes with hundreds of students. Grading an interactive visualization requires a combination of interactive, quantitative, and qualitative evaluation that are conventionally done manually and are difficult to scale up as the visualization complexity, data size, and number of students increase. We present a first-of-its kind automatic grading method for D3 visualizations that scalably and precisely evaluates the data bindings, visual encodings, interactions, and design specifications used in a visualization. Our method has shown potential to enhance students' learning experience, enabling them to submit their code frequently and receive rapid feedback to better inform iteration and improvement to their code and visualization design. Our method promotes consistent grading and enables instructors to dedicate more focus to assist students in gaining visualization knowledge and experience. We have successfully deployed our method and auto-graded D3 submissions from more than 1000 undergraduate and graduate students in Georgia Tech's CSE6242 Data and Visual Analytics course, and received positive feedback and encouragement for expanding its adoption.

cs.HC

Argo Lite: Open-Source Interactive Graph Exploration and Visualization in Browsers

Graph data have become increasingly common. Visualizing them helps people better understand relations among entities. Unfortunately, existing graph visualization tools are primarily designed for single-person desktop use, offering limited support for interactive web-based exploration and online collaborative analysis. To address these issues, we have developed Argo Lite, a new in-browser interactive graph exploration and visualization tool. Argo Lite enables users to publish and share interactive graph visualizations as URLs and embedded web widgets. Users can explore graphs incrementally by adding more related nodes, such as highly cited papers cited by or citing a paper of interest in a citation network. Argo Lite works across devices and platforms, leveraging WebGL for high-performance rendering. Argo Lite has been used by over 1,000 students at Georgia Tech's Data and Visual Analytics class. Argo Lite may serve as a valuable open-source tool for advancing multiple CIKM research areas, from data presentation, to interfaces for information systems and more.

cs.HC

Horndeski: beyond, or not beyond?

Determining the most general, consistent scalar tensor theory of gravity is important for building models of inflation and dark energy. In this work we investigate the number of degrees of freedom present in the theory of beyond Horndeski. We discuss how to construct the theory from the extrinsic curvature of the constant scalar field hypersurface, and find a simple expression for the action which guarantees the existence of the primary constraint necessary to avoid the Ostrogradsky instability. Our analysis is completely gauge-invariant. However we confirm that, mixing together beyond Horndeski with a different order of Horndeski, obstructs the construction of this primary constraint. Instead, when the mixing is between actions of the same order, the theory can be mapped to Horndeski through a generalised disformal transformation. This mapping however is impossible with beyond Horndeski alone, since we find that the theory is invariant under such a transformation. The picture that emerges is that beyond Horndeski is a healthy but isolated theory: combined with Horndeski, it either becomes Horndeski, or likely propagates a ghost.

hep-th

Covariantised Vector Galileons

Vector Galileons are ghost-free systems containing higher derivative interactions of vector fields. They break the vector gauge symmetry, and the dynamics of the longitudinal vector polarizations acquire a Galileon symmetry in an appropriate decoupling limit in Minkowski space. Using an ADM approach, we carefully reconsider the coupling with gravity of vector Galileons, with the aim of studying the necessary conditions to avoid the propagation of ghosts. We develop arguments that put on a more solid footing the results previously obtained in the literature. Moreover, working in analogy with the scalar counterpart, we find indications for the existence of a `beyond Horndeski' theory involving vector degrees of freedom, that avoids the propagation of ghosts thanks to secondary constraints. In addition, we analyze a Higgs mechanism for generating vector Galileons through spontaneous symmetry breaking, and we present its consistent covariantisation.

hep-th

Constraining Galileon Inflation

In this short paper, we present constraints on the Galileon inflationary model from the CMB bispectrum. We employ a principal-component analysis of the independent degrees of freedom constrained by data and apply this to the WMAP 9-year data to constrain the free parameters of the model. A simple Bayesian comparison establishes that support for the Galileon model from bispectrum data is at best weak.

astro-ph.CO

A Higgs Mechanism for Vector Galileons

Vector theories with non-linear derivative self-interactions that break gauge symmetries have been shown to have interesting cosmological applications. In this paper we introduce a way to spontaneously break the gauge symmetry and construct these theories via a Higgs mechanism. In addition to the purely gauge field interactions, our method generates new ghost-free scalar-vector interactions between the Higgs field and the gauge boson. We show how these additional terms are found to reduce, in a suitable decoupling limit, to scalar bi-Galileon interactions between the Higgs field and Goldstone bosons. Our formalism is first developed in the context of abelian symmetry, which allows us to connect with earlier work on the extension of the Proca action. We then show how this formalism is straightforwardly generalised to generate theories with non-abelian symmetry.

hep-th