OCMay 9
Local LMO: Constrained Gradient Optimization via a Local Linear Minimization OraclePeter Richtárik, Kaja Gruntkowska, Hanmin Li
We design Local LMO - a new projection-free gradient-type method for constrained optimization. The key algorithmic idea is to replace the global linear minimization oracle over the constraint set used by Frank-Wolfe (FW) with a local linear minimization oracle over the intersection of the constraint set and a "small" ball centered at the current iterate. In particular, when minimizing $f:\mathbb{R}^d\to \mathbb{R}$ over a constraint $\emptyset\neq\mathcal{X}\subseteq\mathbb{R}^d$, Local LMO performs the iteration \[x_{k+1}\in \arg\min_{z\in\mathcal{X}\cap\mathcal{B}(x_{k},t_k)}\langle\nabla f(x_{k}), z \rangle,\] where $x_0\in\mathcal{X}$, and $t_k>0$ is a suitably chosen radius which can be interpreted as an effective stepsize. While designed as an alternative to FW, Local LMO is perhaps best viewed as a generalization of Gradient Descent (GD) rather than a modification of FW. Indeed, it is easy to see that Local LMO reduces to GD in the unconstrained setting and, more generally, to GD restricted to an affine subspace if the constraint $\mathcal{X}$ is affine. We prove that this simple algorithmic scheme transfers the known (unaccelerated) convergence rates of Projected Gradient Descent (PGD) to the projection-free world in several important regimes, some of which are beyond the reach of FW. In contrast to FW theory, i) our guarantees hold without requiring the feasible set $\mathcal{X}$ to be bounded, ii) our theory does not require the "curvature" assumption, which allows us to establish a standard sublinear rate for convex functions with bounded gradients, iii) we obtain a linear rate in the smooth strongly convex regime. Furthermore, we obtain sharp sublinear rates in the smooth convex and non-convex regimes, in the $(L_0,L_1)$-smooth convex regime, and in stochastic and non-differentiable settings.
OCFeb 4, 2025
The Ball-Proximal (="Broximal") Point Method: a New Algorithm, Convergence Theory, and ApplicationsKaja Gruntkowska, Hanmin Li, Aadi Rane et al.
Non-smooth and non-convex global optimization poses significant challenges across various applications, where standard gradient-based methods often struggle. We propose the Ball-Proximal Point Method, Broximal Point Method, or Ball Point Method (BPM) for short - a novel algorithmic framework inspired by the classical Proximal Point Method (PPM) (Rockafellar, 1976), which, as we show, sheds new light on several foundational optimization paradigms and phenomena, including non-convex and non-smooth optimization, acceleration, smoothing, adaptive stepsize selection, and trust-region methods. At the core of BPM lies the ball-proximal ("broximal") operator, which arises from the classical proximal operator by replacing the quadratic distance penalty by a ball constraint. Surprisingly, and in sharp contrast with the sublinear rate of PPM in the nonsmooth convex regime, we prove that BPM converges linearly and in a finite number of steps in the same regime. Furthermore, by introducing the concept of ball-convexity, we prove that BPM retains the same global convergence guarantees under weaker assumptions, making it a powerful tool for a broader class of potentially non-convex optimization problems. Just like PPM plays the role of a conceptual method inspiring the development of practically efficient algorithms and algorithmic elements, e.g., gradient descent, adaptive step sizes, acceleration (Ahn & Sra, 2020), and "W" in AdamW (Zhuang et al., 2022), we believe that BPM should be understood in the same manner: as a blueprint and inspiration for further development.
CVAug 21, 2025
Enhancing Novel View Synthesis from extremely sparse views with SfM-free 3D Gaussian Splatting FrameworkZongqi He, Hanmin Li, Kin-Chung Chan et al.
3D Gaussian Splatting (3DGS) has demonstrated remarkable real-time performance in novel view synthesis, yet its effectiveness relies heavily on dense multi-view inputs with precisely known camera poses, which are rarely available in real-world scenarios. When input views become extremely sparse, the Structure-from-Motion (SfM) method that 3DGS depends on for initialization fails to accurately reconstruct the 3D geometric structures of scenes, resulting in degraded rendering quality. In this paper, we propose a novel SfM-free 3DGS-based method that jointly estimates camera poses and reconstructs 3D scenes from extremely sparse-view inputs. Specifically, instead of SfM, we propose a dense stereo module to progressively estimates camera pose information and reconstructs a global dense point cloud for initialization. To address the inherent problem of information scarcity in extremely sparse-view settings, we propose a coherent view interpolation module that interpolates camera poses based on training view pairs and generates viewpoint-consistent content as additional supervision signals for training. Furthermore, we introduce multi-scale Laplacian consistent regularization and adaptive spatial-aware multi-scale geometry regularization to enhance the quality of geometrical structures and rendered content. Experiments show that our method significantly outperforms other state-of-the-art 3DGS-based approaches, achieving a remarkable 2.75dB improvement in PSNR under extremely sparse-view conditions (using only 2 training views). The images synthesized by our method exhibit minimal distortion while preserving rich high-frequency details, resulting in superior visual quality compared to existing techniques.