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Przemysław Spurek

Publications and source records attributed to Przemysław Spurek.

At least 55 records · Page 3Linked to original sources

XSPLAIN: XAI-enabling Splat-based Prototype Learning for Attribute-aware INterpretability

3D Gaussian Splatting (3DGS) has rapidly become a standard for high-fidelity 3D reconstruction, yet its adoption in multiple critical domains is hindered by the lack of interpretability of the generation models as well as classification of the Splats. While explainability methods exist for other 3D representations, like point clouds, they typically rely on ambiguous saliency maps that fail to capture the volumetric coherence of Gaussian primitives. We introduce XSPLAIN, the first ante-hoc, prototype-based interpretability framework designed specifically for 3DGS classification. Our approach leverages a voxel-aggregated PointNet backbone and a novel, invertible orthogonal transformation that disentangles feature channels for interpretability while strictly preserving the original decision boundaries. Explanations are grounded in representative training examples, enabling intuitive ``this looks like that'' reasoning without any degradation in classification performance. A rigorous user study (N=51) demonstrates a decisive preference for our approach: participants selected XSPLAIN explanations 48.4\% of the time as the best, significantly outperforming baselines $(p<0.001)$, showing that XSPLAIN provides transparency and user trust. The source code for this work is available at: https://github.com/Solvro/ml-splat-xai

cs.CV↗

TATRA: Training-Free Instance-Adaptive Prompting Through Rephrasing and Aggregation

Large Language Models (LLMs) have improved substantially alignment, yet their behavior remains highly sensitive to prompt phrasing. This brittleness has motivated automated prompt engineering, but most existing methods (i) require a task-specific training set, (ii) rely on expensive iterative optimization to produce a single dataset-level prompt, and (iii) must be rerun from scratch for each new task. We introduce TATRA, a dataset-free prompting method that constructs instance-specific few-shot prompts by synthesizing on-the-fly examples to accompany a user-provided instruction. TATRA requires no labeled training data and avoids task-specific optimization loops, while retaining the benefits of demonstration-based prompting. Across standard text classification benchmarks, TATRA matches or improves over strong prompt-optimization baselines that depend on training data and extensive search. On mathematical reasoning benchmarks, TATRA achieves state-of-the-art performance on GSM8K and DeepMath, outperforming methods that explicitly optimize prompts on those tasks. Our results suggest that per-instance construction of effective in-context examples is more important than running long, expensive optimization loops to produce a single prompt per task. We will make all code publicly available upon acceptance of the paper. Code is available at https://github.com/BMD223/TATRA

cs.CL↗

REBEL: Hidden Knowledge Recovery via Evolutionary-Based Evaluation Loop

Machine unlearning for LLMs aims to remove sensitive or copyrighted data from trained models. However, the true efficacy of current unlearning methods remains uncertain. Standard evaluation metrics rely on benign queries that often mistake superficial information suppression for genuine knowledge removal. Such metrics fail to detect residual knowledge that more sophisticated prompting strategies could still extract. We introduce REBEL, an evolutionary approach for adversarial prompt generation designed to probe whether unlearned data can still be recovered. Our experiments demonstrate that REBEL successfully elicits ``forgotten'' knowledge from models that seemed to be forgotten in standard unlearning benchmarks, revealing that current unlearning methods may provide only a superficial layer of protection. We validate our framework on subsets of the TOFU and WMDP benchmarks, evaluating performance across a diverse suite of unlearning algorithms. Our experiments show that REBEL consistently outperforms static baselines, recovering ``forgotten'' knowledge with Attack Success Rates (ASRs) reaching up to 60% on TOFU and 93% on WMDP. We will make all code publicly available upon acceptance. Code is available at https://github.com/patryk-rybak/REBEL/

cs.LG↗

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↗

Affine-Equivariant Kernel Space Encoding for NeRF Editing

Neural scene representations achieve high-fidelity rendering by encoding 3D scenes as continuous functions, but their latent spaces are typically implicit and globally entangled, making localized editing and physically grounded manipulation difficult. While several works introduce explicit control structures or point-based latent representations to improve editability, these approaches often suffer from limited locality, sensitivity to deformations, or visual artifacts. In this paper, we introduce Affine-Equivariant Kernel Space Encoding (EKS), a spatial encoding for neural radiance fields that provides localized, deformation-aware feature representations. Instead of querying latent features directly at discrete points or grid vertices, our encoding aggregates features through a field of anisotropic Gaussian kernels, each defining a localized region of influence. This kernel-based formulation enables stable feature interpolation under spatial transformations while preserving continuity and high reconstruction quality. To preserve detail without sacrificing editability, we further propose a training-time feature distillation mechanism that transfers information from multi-resolution hash grid encodings into the kernel field, yielding a compact and fully grid-free representation at inference. This enables intuitive, localized scene editing directly via Gaussian kernels without retraining, while maintaining high-quality rendering. The code can be found under (https://github.com/MikolajZielinski/eks)

cs.CV↗

DIAMOND: Directed Inference for Artifact Mitigation in Flow Matching Models

Despite impressive results from recent text-to-image models like FLUX, visual and anatomical artifacts remain a significant hurdle for practical and professional use. Existing methods for artifact reduction, typically work in a post-hoc manner, consequently failing to intervene effectively during the core image formation process. Notably, current techniques require problematic and invasive modifications to the model weights, or depend on a computationally expensive and time-consuming process of regional refinement. To address these limitations, we propose DIAMOND, a training-free method that applies trajectory correction to mitigate artifacts during inference. By reconstructing an estimate of the clean sample at every step of the generative trajectory, DIAMOND actively steers the generation process away from latent states that lead to artifacts. Furthermore, we extend the proposed method to standard Diffusion Models, demonstrating that DIAMOND provides a robust, zero-shot path to high-fidelity, artifact-free image synthesis without the need for additional training or weight modifications in modern generative architectures. Code is available at https://gmum.github.io/DIAMOND/

cs.CV↗

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↗

Memory Self-Regeneration: Uncovering Hidden Knowledge in Unlearned Models

The impressive capability of modern text-to-image models to generate realistic visuals has come with a serious drawback: they can be misused to create harmful, deceptive or unlawful content. This has accelerated the push for machine unlearning. This new field seeks to selectively remove specific knowledge from a model's training data without causing a drop in its overall performance. However, it turns out that actually forgetting a given concept is an extremely difficult task. Models exposed to attacks using adversarial prompts show the ability to generate so-called unlearned concepts, which can be not only harmful but also illegal. In this paper, we present considerations regarding the ability of models to forget and recall knowledge, introducing the Memory Self-Regeneration task. Furthermore, we present MemoRa strategy, which we consider to be a regenerative approach supporting the effective recovery of previously lost knowledge. Moreover, we propose that robustness in knowledge retrieval is a crucial yet underexplored evaluation measure for developing more robust and effective unlearning techniques. Finally, we demonstrate that forgetting occurs in two distinct ways: short-term, where concepts can be quickly recalled, and long-term, where recovery is more challenging. Code is available at https://gmum.github.io/MemoRa/.

cs.LG↗

AEGIS: Preserving privacy of 3D Facial Avatars with Adversarial Perturbations

The growing adoption of photorealistic 3D facial avatars, particularly those utilizing efficient 3D Gaussian Splatting representations, introduces new risks of online identity theft, especially in systems that rely on biometric authentication. While effective adversarial masking methods have been developed for 2D images, a significant gap remains in achieving robust, viewpoint-consistent identity protection for dynamic 3D avatars. To address this, we present AEGIS, the first privacy-preserving identity masking framework for 3D Gaussian Avatars that maintains the subject's perceived characteristics. Our method aims to conceal identity-related facial features while preserving the avatar's perceptual realism and functional integrity. AEGIS applies adversarial perturbations to the Gaussian color coefficients, guided by a pre-trained face verification network, ensuring consistent protection across multiple viewpoints without retraining or modifying the avatar's geometry. AEGIS achieves complete de-identification, reducing face retrieval and verification accuracy to 0%, while maintaining high perceptual quality (SSIM = 0.9555, PSNR = 35.52 dB). It also preserves key facial attributes such as age, race, gender, and emotion, demonstrating strong privacy protection with minimal visual distortion.

cs.CV↗

GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality

As the demand for immersive 3D content grows, the need for intuitive and efficient interaction methods becomes paramount. Current techniques for physically manipulating 3D content within Virtual Reality (VR) often face significant limitations, including reliance on engineering-intensive processes and simplified geometric representations, such as tetrahedral cages, which can compromise visual fidelity and physical accuracy. In this paper, we introduce GS-Verse (Gaussian Splatting for Virtual Environment Rendering and Scene Editing), a novel method designed to overcome these challenges by directly integrating an object's mesh with a Gaussian Splatting (GS) representation. Our approach enables more precise surface approximation, leading to highly realistic deformations and interactions. By leveraging existing 3D mesh assets, GS-Verse facilitates seamless content reuse and simplifies the development workflow. Moreover, our system is designed to be physics-engine-agnostic, granting developers robust deployment flexibility. This versatile architecture delivers a highly realistic, adaptable, and intuitive approach to interactive 3D manipulation. We rigorously validate our method against the current state-of-the-art technique that couples VR with GS in a comparative user study involving 18 participants. Specifically, we demonstrate that our approach is statistically significantly better for physics-aware stretching manipulation and is also more consistent in other physics-based manipulations like twisting and shaking. Further evaluation across various interactions and scenes confirms that our method consistently delivers high and reliable performance, showing its potential as a plausible alternative to existing methods.

cs.GR↗

As Good as It KAN Get: High-Fidelity Audio Representation

Implicit neural representations (INR) have gained prominence for efficiently encoding multimedia data, yet their applications in audio signals remain limited. This study introduces the Kolmogorov-Arnold Network (KAN), a novel architecture using learnable activation functions, as an effective INR model for audio representation. KAN demonstrates superior perceptual performance over previous INRs, achieving the lowest Log-SpectralDistance of 1.29 and the highest Perceptual Evaluation of Speech Quality of 3.57 for 1.5 s audio. To extend KAN's utility, we propose FewSound, a hypernetwork-based architecture that enhances INR parameter updates. FewSound outperforms the state-of-the-art HyperSound, with a 33.3% improvement in MSE and 60.87% in SI-SNR. These results show KAN as a robust and adaptable audio representation with the potential for scalability and integration into various hypernetwork frameworks. The source code can be accessed at https://github.com/gmum/fewsound.git.

cs.SD↗

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↗

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↗

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↗

PR-ENDO: Physically Based Relightable Gaussian Splatting for Endoscopy

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 PR-ENDO, 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. PR-ENDO 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. PR-ENDO achieves superior reconstruction quality compared to baseline methods on both public and in-house datasets. Unlike existing approaches, PR-ENDO enables tissue modifications while preserving a physically accurate response to light, making it closer to real-world clinical use.

cs.CV↗

HuSc3D: Human Sculpture dataset for 3D object reconstruction

3D scene reconstruction from 2D images is one of the most important tasks in computer graphics. Unfortunately, existing datasets and benchmarks concentrate on idealized synthetic or meticulously captured realistic data. Such benchmarks fail to convey the inherent complexities encountered in newly acquired real-world scenes. In such scenes especially those acquired outside, the background is often dynamic, and by popular usage of cell phone cameras, there might be discrepancies in, e.g., white balance. To address this gap, we present HuSc3D, a novel dataset specifically designed for rigorous benchmarking of 3D reconstruction models under realistic acquisition challenges. Our dataset uniquely features six highly detailed, fully white sculptures characterized by intricate perforations and minimal textural and color variation. Furthermore, the number of images per scene varies significantly, introducing the additional challenge of limited training data for some instances alongside scenes with a standard number of views. By evaluating popular 3D reconstruction methods on this diverse dataset, we demonstrate the distinctiveness of HuSc3D in effectively differentiating model performance, particularly highlighting the sensitivity of methods to fine geometric details, color ambiguity, and varying data availability--limitations often masked by more conventional datasets.

cs.CV↗

EPIC: Explanation of Pretrained Image Classification Networks via Prototype

Explainable AI (XAI) methods generally fall into two categories. Post-hoc approaches generate explanations for pre-trained models and are compatible with various neural network architectures. These methods often use feature importance visualizations, such as saliency maps, to indicate which input regions influenced the model's prediction. Unfortunately, they typically offer a coarse understanding of the model's decision-making process. In contrast, ante-hoc (inherently explainable) methods rely on specially designed model architectures trained from scratch. A notable subclass of these methods provides explanations through prototypes, representative patches extracted from the training data. However, prototype-based approaches have limitations: they require dedicated architectures, involve specialized training procedures, and perform well only on specific datasets. In this work, we propose EPIC (Explanation of Pretrained Image Classification), a novel approach that bridges the gap between these two paradigms. Like post-hoc methods, EPIC operates on pre-trained models without architectural modifications. Simultaneously, it delivers intuitive, prototype-based explanations inspired by ante-hoc techniques. To the best of our knowledge, EPIC is the first post-hoc method capable of fully replicating the core explanatory power of inherently interpretable models. We evaluate EPIC on benchmark datasets commonly used in prototype-based explanations, such as CUB-200-2011 and Stanford Cars, alongside large-scale datasets like ImageNet, typically employed by post-hoc methods. EPIC uses prototypes to explain model decisions, providing a flexible and easy-to-understand tool for creating clear, high-quality explanations.

cs.CV↗

HINT: Hypernetwork Approach to Training Weight Interval Regions in Continual Learning

Recently, a new Continual Learning (CL) paradigm was presented to control catastrophic forgetting, called Interval Continual Learning (InterContiNet), which relies on enforcing interval constraints on the neural network parameter space. Unfortunately, InterContiNet training is challenging due to the high dimensionality of the weight space, making intervals difficult to manage. To address this issue, we introduce HINT, a technique that employs interval arithmetic within the embedding space and utilizes a hypernetwork to map these intervals to the target network parameter space. We train interval embeddings for consecutive tasks and train a hypernetwork to transform these embeddings into weights of the target network. An embedding for a given task is trained along with the hypernetwork, preserving the response of the target network for the previous task embeddings. Interval arithmetic works with a more manageable, lower-dimensional embedding space rather than directly preparing intervals in a high-dimensional weight space. Our model allows faster and more efficient training. Furthermore, HINT maintains the guarantee of not forgetting. At the end of training, we can choose one universal embedding to produce a single network dedicated to all tasks. In such a framework, hypernetwork is used only for training and, finally, we can utilize one set of weights. HINT obtains significantly better results than InterContiNet and gives SOTA results on several benchmarks.

cs.LG↗