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Venkatesh Babu Radhakrishnan

Publications and source records attributed to Venkatesh Babu Radhakrishnan.

10 recordsLinked to original sources

Principia: Relational Physics Tests for Video Models

Evaluating physical reasoning in video models is difficult because absolute motion measurements depend on frame rate, object scale, and camera calibration, all of which are often ambiguous or unavailable in generated video. We propose a different approach. When two objects in the same scene obey the same physical law, their motions must satisfy predictable relationships, and these relationships hold independent of calibration. We introduce Principia, a benchmark that evaluates Newtonian physics through relational consistency between paired objects. Principia spans eight phenomena - gravity, restitution, friction, rotational inertia, projectile motion, momentum, pendulum, and mass-spring oscillation - across translational, rotational, collisional, and oscillatory dynamics, using real-world scenes recorded under controlled protocols. We also introduce a calibration-independent consistency score that quantifies physical violation directly in image space. Across thousands of generations from six state-of-the-art video generators, no model exceeds 0.42 on Principia despite all scoring around 0.8 on VBench. Vision-language models are evaluated on their ability to detect relational physics violations, with the best model achieving only 67% accuracy and most performing near chance level.

cs.CV↗

Towards Alias-Free 4D Gaussian Representations with Motion-Aware Filtering

Novel-view synthesis of dynamic scenes, crucial for AR/VR applications, remains a challenging problem. Recent methods adapt representations like 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) for dynamic scenes by incorporating time as the fourth dimension (4D representations). These 4D representations still suffer from aliasing artifacts, especially when generating novel views from divergent viewpoints (zoom-in/zoom-out operations). While using 3D smoothing filters like those proposed in Mip-Splatting might seem like a possible solution, they fail to account for local motion and also exhibit aliasing. To address this, we propose a motion-aware 3D smoothing filter specifically designed for 4D representations. Our approach adapts the filter strength based on local motion information, effectively mitigating aliasing without compromising rendering quality. This is achieved by estimating the joint density function of time and focal-to-depth ratio using a non-parametric estimation method. During inference, we sample from this joint distribution to determine the appropriate smoothing filter. This flexible strategy can be integrated with various 4D representations. Our evaluations on standard datasets demonstrate superior performance compared to state-of-the-art methods.

cs.CV↗

AdaptiveSplat:Texture Aware Controllable 3D Gaussian Allocation for Feed-Forward Reconstruction

Current feed-forward 3D reconstruction methods predict pixel aligned Gaussian primitives, resulting in highly redundant representations. A natural solution is to prune the redundant Gaussians, but naive pruning introduces severe artifacts and often requires inference time fine-tuning, breaking the feed-forward paradigm. Based on previous works, high frequency regions require more Gaussian primitives, while low frequency regions can be represented with significantly fewer primitives. Motivated by this, we propose a novel approach to explicitly control the number of Gaussians by leveraging local texture information. Our approach achieves this through three key components: (1) texture estimation to capture spatial variation in scene detail, (2) texture-aware pruning that removes redundant Gaussians from low frequency regions, and (3) an adaptive Gaussian head that predicts the modified attributes of the retained primitives without breaking the feed-forward paradigm. Experiments on RE10K, ACID, DL3DV, Tanks and Temples, and DTU demonstrate the effectiveness of our approach, while ablation studies validate the contributions of its key components.

cs.CV↗

UniC-Lift: Unified 3D Instance Segmentation via Contrastive Learning

3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) have advanced novel-view synthesis. Recent methods extend multi-view 2D segmentation to 3D, enabling instance/semantic segmentation for better scene understanding. A key challenge is the inconsistency of 2D instance labels across views, leading to poor 3D predictions. Existing methods use a two-stage approach in which some rely on contrastive learning with hyperparameter-sensitive clustering, while others preprocess labels for consistency. We propose a unified framework that merges these steps, reducing training time and improving performance by introducing a learnable feature embedding for segmentation in Gaussian primitives. This embedding is then efficiently decoded into instance labels through a novel "Embedding-to-Label" process, effectively integrating the optimization. While this unified framework offers substantial benefits, we observed artifacts at the object boundaries. To address the object boundary issues, we propose hard-mining samples along these boundaries. However, directly applying hard mining to the feature embeddings proved unstable. Therefore, we apply a linear layer to the rasterized feature embeddings before calculating the triplet loss, which stabilizes training and significantly improves performance. Our method outperforms baselines qualitatively and quantitatively on the ScanNet, Replica3D, and Messy-Rooms datasets.

cs.CV↗

Objects in Generated Videos Are Slower Than They Appear: Models Suffer Sub-Earth Gravity and Don't Know Galileo's Principle...for now

Video generators are increasingly evaluated as potential world models, which requires them to encode and understand physical laws. We investigate their representation of a fundamental law: gravity. Out-of-the-box video generators consistently generate objects falling at an effectively slower acceleration. However, these physical tests are often confounded by ambiguous metric scale. We first investigate if observed physical errors are artifacts of these ambiguities (e.g., incorrect frame rate assumptions). We find that even temporal rescaling cannot correct the high-variance gravity artifacts. To rigorously isolate the underlying physical representation from these confounds, we introduce a unit-free, two-object protocol that tests the timing ratio $t_1^2/t_2^2 = h_1/h_2$, a relationship independent of $g$, focal length, and scale. This relative test reveals violations of Galileo's equivalence principle. We then demonstrate that this physical gap can be partially mitigated with targeted specialization. A lightweight low-rank adaptor fine-tuned on only 100 single-ball clips raises $g_{\mathrm{eff}}$ from $1.81\,\mathrm{m/s^2}$ to $6.43\,\mathrm{m/s^2}$ (reaching $65\%$ of terrestrial gravity). This specialist adaptor also generalizes zero-shot to two-ball drops and inclined planes, offering initial evidence that specific physical laws can be corrected with minimal data.

cs.CV↗

A Granular Study of Safety Pretraining under Model Abliteration

Open-weight LLMs can be modified at inference time with simple activation edits, which raises a practical question for safety: do common safety interventions like refusal training or metatag training survive such edits? We study model abliteration, a lightweight projection technique designed to remove refusal-sensitive directions, and conduct a controlled evaluation across a granular sequence of Safety Pretraining checkpoints for SmolLM2-1.7B, alongside widely used open baselines. For each of 20 systems, original and abliterated, we issue 100 prompts with balanced harmful and harmless cases, classify responses as **Refusal** or **Non-Refusal** using multiple judges, and validate judge fidelity on a small human-labeled subset. We also probe whether models can identify refusal in their own outputs. Our study produces a checkpoint-level characterization of which data-centric safety components remain robust under abliteration, quantifies how judge selection influences evaluation outcomes, and outlines a practical protocol for integrating inference-time edits into safety assessments. Code: https://github.com/shashankskagnihotri/safety_pretraining.

cs.LG↗

Selective Mixup Fine-Tuning for Optimizing Non-Decomposable Objectives

The rise in internet usage has led to the generation of massive amounts of data, resulting in the adoption of various supervised and semi-supervised machine learning algorithms, which can effectively utilize the colossal amount of data to train models. However, before deploying these models in the real world, these must be strictly evaluated on performance measures like worst-case recall and satisfy constraints such as fairness. We find that current state-of-the-art empirical techniques offer sub-optimal performance on these practical, non-decomposable performance objectives. On the other hand, the theoretical techniques necessitate training a new model from scratch for each performance objective. To bridge the gap, we propose SelMix, a selective mixup-based inexpensive fine-tuning technique for pre-trained models, to optimize for the desired objective. The core idea of our framework is to determine a sampling distribution to perform a mixup of features between samples from particular classes such that it optimizes the given objective. We comprehensively evaluate our technique against the existing empirical and theoretically principled methods on standard benchmark datasets for imbalanced classification. We find that proposed SelMix fine-tuning significantly improves the performance for various practical non-decomposable objectives across benchmarks.

cs.LG↗

Cost-Sensitive Self-Training for Optimizing Non-Decomposable Metrics

Self-training based semi-supervised learning algorithms have enabled the learning of highly accurate deep neural networks, using only a fraction of labeled data. However, the majority of work on self-training has focused on the objective of improving accuracy, whereas practical machine learning systems can have complex goals (e.g. maximizing the minimum of recall across classes, etc.) that are non-decomposable in nature. In this work, we introduce the Cost-Sensitive Self-Training (CSST) framework which generalizes the self-training-based methods for optimizing non-decomposable metrics. We prove that our framework can better optimize the desired non-decomposable metric utilizing unlabeled data, under similar data distribution assumptions made for the analysis of self-training. Using the proposed CSST framework, we obtain practical self-training methods (for both vision and NLP tasks) for optimizing different non-decomposable metrics using deep neural networks. Our results demonstrate that CSST achieves an improvement over the state-of-the-art in majority of the cases across datasets and objectives.

cs.LG↗

Game of Sketches: Deep Recurrent Models of Pictionary-style Word Guessing

The ability of intelligent agents to play games in human-like fashion is popularly considered a benchmark of progress in Artificial Intelligence. Similarly, performance on multi-disciplinary tasks such as Visual Question Answering (VQA) is considered a marker for gauging progress in Computer Vision. In our work, we bring games and VQA together. Specifically, we introduce the first computational model aimed at Pictionary, the popular word-guessing social game. We first introduce Sketch-QA, an elementary version of Visual Question Answering task. Styled after Pictionary, Sketch-QA uses incrementally accumulated sketch stroke sequences as visual data. Notably, Sketch-QA involves asking a fixed question ("What object is being drawn?") and gathering open-ended guess-words from human guessers. We analyze the resulting dataset and present many interesting findings therein. To mimic Pictionary-style guessing, we subsequently propose a deep neural model which generates guess-words in response to temporally evolving human-drawn sketches. Our model even makes human-like mistakes while guessing, thus amplifying the human mimicry factor. We evaluate our model on the large-scale guess-word dataset generated via Sketch-QA task and compare with various baselines. We also conduct a Visual Turing Test to obtain human impressions of the guess-words generated by humans and our model. Experimental results demonstrate the promise of our approach for Pictionary and similarly themed games.

cs.CV↗

DeLiGAN : Generative Adversarial Networks for Diverse and Limited Data

A class of recent approaches for generating images, called Generative Adversarial Networks (GAN), have been used to generate impressively realistic images of objects, bedrooms, handwritten digits and a variety of other image modalities. However, typical GAN-based approaches require large amounts of training data to capture the diversity across the image modality. In this paper, we propose DeLiGAN -- a novel GAN-based architecture for diverse and limited training data scenarios. In our approach, we reparameterize the latent generative space as a mixture model and learn the mixture model's parameters along with those of GAN. This seemingly simple modification to the GAN framework is surprisingly effective and results in models which enable diversity in generated samples although trained with limited data. In our work, we show that DeLiGAN can generate images of handwritten digits, objects and hand-drawn sketches, all using limited amounts of data. To quantitatively characterize intra-class diversity of generated samples, we also introduce a modified version of "inception-score", a measure which has been found to correlate well with human assessment of generated samples.

cs.CV↗