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Przemysław Spurek

Publications and source records attributed to Przemysław Spurek.

At least 73 records · Page 4Linked to original sources

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.

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MultiPlaneNeRF: Neural Radiance Field with Non-Trainable Representation

NeRF is a popular model that efficiently represents 3D objects from 2D images. However, vanilla NeRF has some important limitations. NeRF must be trained on each object separately. The training time is long since we encode the object's shape and color in neural network weights. Moreover, NeRF does not generalize well to unseen data. In this paper, we present MultiPlaneNeRF -- a model that simultaneously solves the above problems. Our model works directly on 2D images. We project 3D points on 2D images to produce non-trainable representations. The projection step is not parametrized and a very shallow decoder can efficiently process the representation. Furthermore, we can train MultiPlaneNeRF on a large data set and force our implicit decoder to generalize across many objects. Consequently, we can only replace the 2D images (without additional training) to produce a NeRF representation of the new object. In the experimental section, we demonstrate that MultiPlaneNeRF achieves results comparable to state-of-the-art models for synthesizing new views and has generalization properties. Additionally, MultiPlane decoder can be used as a component in large generative models like GANs.

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REdiSplats: Ray Tracing for Editable Gaussian Splatting

Gaussian Splatting (GS) has become one of the most important neural rendering algorithms. GS represents 3D scenes using Gaussian components with trainable color and opacity. This representation achieves high-quality renderings with fast inference. Regrettably, it is challenging to integrate such a solution with varying light conditions, including shadows and light reflections, manual adjustments, and a physical engine. Recently, a few approaches have appeared that incorporate ray-tracing or mesh primitives into GS to address some of these caveats. However, no such solution can simultaneously solve all the existing limitations of the classical GS. Consequently, we introduce REdiSplats, which employs ray tracing and a mesh-based representation of flat 3D Gaussians. In practice, we model the scene using flat Gaussian distributions parameterized by the mesh. We can leverage fast ray tracing and control Gaussian modification by adjusting the mesh vertices. Moreover, REdiSplats allows modeling of light conditions, manual adjustments, and physical simulation. Furthermore, we can render our models using 3D tools such as Blender or Nvdiffrast, which opens the possibility of integrating them with all existing 3D graphics techniques dedicated to mesh representations.

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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.

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Classifier-free Guidance with Adaptive Scaling

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

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Neural Surface Priors for Editable Gaussian Splatting

In computer graphics and vision, recovering easily modifiable scene appearance from image data is crucial for applications such as content creation. We introduce a novel method that integrates 3D Gaussian Splatting with an implicit surface representation, enabling intuitive editing of recovered scenes through mesh manipulation. Starting with a set of input images and camera poses, our approach reconstructs the scene surface using a neural signed distance field. This neural surface acts as a geometric prior guiding the training of Gaussian Splatting components, ensuring their alignment with the scene geometry. To facilitate editing, we encode the visual and geometric information into a lightweight triangle soup proxy. Edits applied to the mesh extracted from the neural surface propagate seamlessly through this intermediate structure to update the recovered appearance. Unlike previous methods relying on the triangle soup proxy representation, our approach supports a wider range of modifications and fully leverages the mesh topology, enabling a more flexible and intuitive editing process. The complete source code for this project can be accessed at: https://github.com/WJakubowska/NeuralSurfacePriors.

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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.

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D-MiSo: Editing Dynamic 3D Scenes using Multi-Gaussians Soup

Over the past years, we have observed an abundance of approaches for modeling dynamic 3D scenes using Gaussian Splatting (GS). Such solutions use GS to represent the scene's structure and the neural network to model dynamics. Such approaches allow fast rendering and extracting each element of such a dynamic scene. However, modifying such objects over time is challenging. SC-GS (Sparse Controlled Gaussian Splatting) enhanced with Deformed Control Points partially solves this issue. However, this approach necessitates selecting elements that need to be kept fixed, as well as centroids that should be adjusted throughout editing. Moreover, this task poses additional difficulties regarding the re-productivity of such editing. To address this, we propose Dynamic Multi-Gaussian Soup (D-MiSo), which allows us to model the mesh-inspired representation of dynamic GS. Additionally, we propose a strategy of linking parameterized Gaussian splats, forming a Triangle Soup with the estimated mesh. Consequently, we can separately construct new trajectories for the 3D objects composing the scene. Thus, we can make the scene's dynamic editable over time or while maintaining partial dynamics.

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GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting

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

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

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

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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.

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FreSh: Frequency Shifting for Accelerated Neural Representation Learning

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

cs.LG↗

Make Interval Bound Propagation great again

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

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AutoLoRA: AutoGuidance Meets Low-Rank Adaptation for Diffusion Models

Low-rank adaptation (LoRA) is a fine-tuning technique that can be applied to conditional generative diffusion models. LoRA utilizes a small number of context examples to adapt the model to a specific domain, character, style, or concept. However, due to the limited data utilized during training, the fine-tuned model performance is often characterized by strong context bias and a low degree of variability in the generated images. To solve this issue, we introduce AutoLoRA, a novel guidance technique for diffusion models fine-tuned with the LoRA approach. Inspired by other guidance techniques, AutoLoRA searches for a trade-off between consistency in the domain represented by LoRA weights and sample diversity from the base conditional diffusion model. Moreover, we show that incorporating classifier-free guidance for both LoRA fine-tuned and base models leads to generating samples with higher diversity and better quality. The experimental results for several fine-tuned LoRA domains show superiority over existing guidance techniques on selected metrics.

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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.

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GeoGuide: Geometric guidance of diffusion models

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

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Points2NeRF: Generating Neural Radiance Fields from 3D point cloud

Contemporary registration devices for 3D visual information, such as LIDARs and various depth cameras, capture data as 3D point clouds. In turn, such clouds are challenging to be processed due to their size and complexity. Existing methods address this problem by fitting a mesh to the point cloud and rendering it instead. This approach, however, leads to the reduced fidelity of the resulting visualization and misses color information of the objects crucial in computer graphics applications. In this work, we propose to mitigate this challenge by representing 3D objects as Neural Radiance Fields (NeRFs). We leverage a hypernetwork paradigm and train the model to take a 3D point cloud with the associated color values and return a NeRF network's weights that reconstruct 3D objects from input 2D images. Our method provides efficient 3D object representation and offers several advantages over the existing approaches, including the ability to condition NeRFs and improved generalization beyond objects seen in training. The latter we also confirmed in the results of our empirical evaluation.

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Gaussian Splatting with NeRF-based Color and Opacity

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

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