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Wojtek Pałubicki

Publications and source records attributed to Wojtek Pałubicki.

4 recordsLinked to original sources

Beyond Local Linearity: Scale-Resolved Geometry of Learned Image Encoders

Understanding how learned representations respond to finite input changes is important for characterizing their sensitivity, invariances, and robustness. Yet existing geometric analyses are predominantly local and describe only infinitesimal perturbations. We introduce a scale-resolved statistic that compares an encoder's measured feature displacement with its local linear prediction as the perturbation magnitude increases. Across diverse image encoders, we discover a characteristic plateau-rise-peak-decay profile, which we call the bump. The bump is absent at initialization, emerges early during standard training, and does not form under randomized labels or random-noise inputs. Its shape also varies with the training distribution and robustness objective. These results establish departures from local geometry as a signature of how encoder representations are shaped by learning.

cs.CV↗

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.

cs.CV↗

A Lennard-Jones Layer for Distribution Normalization

We introduce the Lennard-Jones layer (LJL) for the equalization of the density of 2D and 3D point clouds through systematically rearranging points without destroying their overall structure (distribution normalization). LJL simulates a dissipative process of repulsive and weakly attractive interactions between individual points by considering the nearest neighbor of each point at a given moment in time. This pushes the particles into a potential valley, reaching a well-defined stable configuration that approximates an equidistant sampling after the stabilization process. We apply LJLs to redistribute randomly generated point clouds into a randomized uniform distribution. Moreover, LJLs are embedded in the generation process of point cloud networks by adding them at later stages of the inference process. The improvements in 3D point cloud generation utilizing LJLs are evaluated qualitatively and quantitatively. Finally, we apply LJLs to improve the point distribution of a score-based 3D point cloud denoising network. In general, we demonstrate that LJLs are effective for distribution normalization which can be applied at negligible cost without retraining the given neural network.

cs.LG↗

Gazebo Plants: Simulating Plant-Robot Interaction with Cosserat Rods

Robotic harvesting has the potential to positively impact agricultural productivity, reduce costs, improve food quality, enhance sustainability, and to address labor shortage. In the rapidly advancing field of agricultural robotics, the necessity of training robots in a virtual environment has become essential. Generating training data to automatize the underlying computer vision tasks such as image segmentation, object detection and classification, also heavily relies on such virtual environments as synthetic data is often required to overcome the shortage and lack of variety of real data sets. However, physics engines commonly employed within the robotics community, such as ODE, Simbody, Bullet, and DART, primarily support motion and collision interaction of rigid bodies. This inherent limitation hinders experimentation and progress in handling non-rigid objects such as plants and crops. In this contribution, we present a plugin for the Gazebo simulation platform based on Cosserat rods to model plant motion. It enables the simulation of plants and their interaction with the environment. We demonstrate that, using our plugin, users can conduct harvesting simulations in Gazebo by simulating a robotic arm picking fruits and achieve results comparable to real-world experiments.

cs.RO↗