Przemysław Spurek

CV
h-index13
63papers
821citations
Novelty52%
AI Score58

63 Papers

21.9MLJun 29, 2022Code
LIDL: Local Intrinsic Dimension Estimation Using Approximate Likelihood

Piotr Tempczyk, Rafał Michaluk, Łukasz Garncarek et al. · apple-ml

Most of the existing methods for estimating the local intrinsic dimension of a data distribution do not scale well to high-dimensional data. Many of them rely on a non-parametric nearest neighbors approach which suffers from the curse of dimensionality. We attempt to address that challenge by proposing a novel approach to the problem: Local Intrinsic Dimension estimation using approximate Likelihood (LIDL). Our method relies on an arbitrary density estimation method as its subroutine and hence tries to sidestep the dimensionality challenge by making use of the recent progress in parametric neural methods for likelihood estimation. We carefully investigate the empirical properties of the proposed method, compare them with our theoretical predictions, and show that LIDL yields competitive results on the standard benchmarks for this problem and that it scales to thousands of dimensions. What is more, we anticipate this approach to improve further with the continuing advances in the density estimation literature.

18.5LGMar 21, 2022Code
HyperShot: Few-Shot Learning by Kernel HyperNetworks

Marcin Sendera, Marcin Przewięźlikowski, Konrad Karanowski et al.

Few-shot models aim at making predictions using a minimal number of labeled examples from a given task. The main challenge in this area is the one-shot setting where only one element represents each class. We propose HyperShot - the fusion of kernels and hypernetwork paradigm. Compared to reference approaches that apply a gradient-based adjustment of the parameters, our model aims to switch the classification module parameters depending on the task's embedding. In practice, we utilize a hypernetwork, which takes the aggregated information from support data and returns the classifier's parameters handcrafted for the considered problem. Moreover, we introduce the kernel-based representation of the support examples delivered to hypernetwork to create the parameters of the classification module. Consequently, we rely on relations between embeddings of the support examples instead of direct feature values provided by the backbone models. Thanks to this approach, our model can adapt to highly different tasks.

14.5SDNov 3, 2022
HyperSound: Generating Implicit Neural Representations of Audio Signals with Hypernetworks

Filip Szatkowski, Karol J. Piczak, Przemysław Spurek et al.

Implicit neural representations (INRs) are a rapidly growing research field, which provides alternative ways to represent multimedia signals. Recent applications of INRs include image super-resolution, compression of high-dimensional signals, or 3D rendering. However, these solutions usually focus on visual data, and adapting them to the audio domain is not trivial. Moreover, it requires a separately trained model for every data sample. To address this limitation, we propose HyperSound, a meta-learning method leveraging hypernetworks to produce INRs for audio signals unseen at training time. We show that our approach can reconstruct sound waves with quality comparable to other state-of-the-art models.

9.1CVSep 21, 2023
Face Identity-Aware Disentanglement in StyleGAN

Adrian Suwała, Bartosz Wójcik, Magdalena Proszewska et al.

Conditional GANs are frequently used for manipulating the attributes of face images, such as expression, hairstyle, pose, or age. Even though the state-of-the-art models successfully modify the requested attributes, they simultaneously modify other important characteristics of the image, such as a person's identity. In this paper, we focus on solving this problem by introducing PluGeN4Faces, a plugin to StyleGAN, which explicitly disentangles face attributes from a person's identity. Our key idea is to perform training on images retrieved from movie frames, where a given person appears in various poses and with different attributes. By applying a type of contrastive loss, we encourage the model to group images of the same person in similar regions of latent space. Our experiments demonstrate that the modifications of face attributes performed by PluGeN4Faces are significantly less invasive on the remaining characteristics of the image than in the existing state-of-the-art models.

12.4LGJun 16, 2022Code
Continual Learning with Guarantees via Weight Interval Constraints

Maciej Wołczyk, Karol J. Piczak, Bartosz Wójcik et al.

We introduce a new training paradigm that enforces interval constraints on neural network parameter space to control forgetting. Contemporary Continual Learning (CL) methods focus on training neural networks efficiently from a stream of data, while reducing the negative impact of catastrophic forgetting, yet they do not provide any firm guarantees that network performance will not deteriorate uncontrollably over time. In this work, we show how to put bounds on forgetting by reformulating continual learning of a model as a continual contraction of its parameter space. To that end, we propose Hyperrectangle Training, a new training methodology where each task is represented by a hyperrectangle in the parameter space, fully contained in the hyperrectangles of the previous tasks. This formulation reduces the NP-hard CL problem back to polynomial time while providing full resilience against forgetting. We validate our claim by developing InterContiNet (Interval Continual Learning) algorithm which leverages interval arithmetic to effectively model parameter regions as hyperrectangles. Through experimental results, we show that our approach performs well in a continual learning setup without storing data from previous tasks.

20.5CVSep 9, 2024Code
GASP: Gaussian Splatting for Physic-Based Simulations

Piotr Borycki, Weronika Smolak, Joanna Waczyńska et al.

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.

9.6LGJun 19, 2022
Bounding Evidence and Estimating Log-Likelihood in VAE

Łukasz Struski, Marcin Mazur, Paweł Batorski et al.

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.

2.8CVMar 10, 2023Code
NeRFlame: FLAME-based conditioning of NeRF for 3D face rendering

Wojciech Zając, Joanna Waczyńska, Piotr Borycki et al.

Traditional 3D face models are based on mesh representations with texture. One of the most important models is FLAME (Faces Learned with an Articulated Model and Expressions), which produces meshes of human faces that are fully controllable. Unfortunately, such models have problems with capturing geometric and appearance details. In contrast to mesh representation, the neural radiance field (NeRF) produces extremely sharp renders. However, implicit methods are hard to animate and do not generalize well to unseen expressions. It is not trivial to effectively control NeRF models to obtain face manipulation. The present paper proposes a novel approach, named NeRFlame, which combines the strengths of both NeRF and FLAME methods. Our method enables high-quality rendering capabilities of NeRF while also offering complete control over the visual appearance, similar to FLAME. In contrast to traditional NeRF-based structures that use neural networks for RGB color and volume density modeling, our approach utilizes the FLAME mesh as a distinct density volume. Consequently, color values exist only in the vicinity of the FLAME mesh. This FLAME framework is seamlessly incorporated into the NeRF architecture for predicting RGB colors, enabling our model to explicitly represent volume density and implicitly capture RGB colors.

1.8LGOct 6, 2022Code
Hypernetwork approach to Bayesian MAML

Piotr Borycki, Piotr Kubacki, Marcin Przewięźlikowski et al.

The main goal of Few-Shot learning algorithms is to enable learning from small amounts of data. One of the most popular and elegant Few-Shot learning approaches is Model-Agnostic Meta-Learning (MAML). The main idea behind this method is to learn the shared universal weights of a meta-model, which are then adapted for specific tasks. However, the method suffers from over-fitting and poorly quantifies uncertainty due to limited data size. Bayesian approaches could, in principle, alleviate these shortcomings by learning weight distributions in place of point-wise weights. Unfortunately, previous modifications of MAML are limited due to the simplicity of Gaussian posteriors, MAML-like gradient-based weight updates, or by the same structure enforced for universal and adapted weights. In this paper, we propose a novel framework for Bayesian MAML called BayesianHMAML, which employs Hypernetworks for weight updates. It learns the universal weights point-wise, but a probabilistic structure is added when adapted for specific tasks. In such a framework, we can use simple Gaussian distributions or more complicated posteriors induced by Continuous Normalizing Flows.

6.6LGSep 29, 2023Code
HyperMask: Adaptive Hypernetwork-based Masks for Continual Learning

Kamil Książek, Przemysław Spurek

Artificial neural networks suffer from catastrophic forgetting when they are sequentially trained on multiple tasks. Many continual learning (CL) strategies are trying to overcome this problem. One of the most effective is the hypernetwork-based approach. The hypernetwork generates the weights of a target model based on the task's identity. The model's main limitation is that, in practice, the hypernetwork can produce completely different architectures for subsequent tasks. To solve such a problem, we use the lottery ticket hypothesis, which postulates the existence of sparse subnetworks, named winning tickets, that preserve the performance of a whole network. In the paper, we propose a method called HyperMask, which dynamically filters a target network depending on the CL task. The hypernetwork produces semi-binary masks to obtain dedicated target subnetworks. Moreover, due to the lottery ticket hypothesis, we can use a single network with weighted subnets. Depending on the task, the importance of some weights may be dynamically enhanced while others may be weakened. HyperMask achieves competitive results in several CL datasets and, in some scenarios, goes beyond the state-of-the-art scores, both with derived and unknown task identities.

2.8CVApr 3, 2023
Gaussian model for closed curves

Krzysztof Byrski, Przemysław Spurek, Jacek Tabor

Gaussian Mixture Models (GMM) do not adapt well to curved and strongly nonlinear data. However, we can use Gaussians in the curvilinear coordinate systems to solve this problem. Moreover, such a solution allows for the adaptation of clusters to the complicated shapes defined by the family of functions. But still, it is challenging to model clusters as closed curves (e.g., circles, ellipses, etc.). In this work, we propose a density representation of the closed curve, which can be used to detect the complicated templates in the data. For this purpose, we define a new probability distribution to model closed curves. Then we construct a mixture of such distributions and show that it can be effectively trained in the case of the one-dimensional closed curves.

6.5CVJul 17, 2024Code
GeoGuide: Geometric guidance of diffusion models

Mateusz Poleski, Jacek Tabor, Przemysław Spurek

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.

3.0IVNov 7, 2023
MeVGAN: GAN-based Plugin Model for Video Generation with Applications in Colonoscopy

Łukasz Struski, Tomasz Urbańczyk, Krzysztof Bucki et al.

Video generation is important, especially in medicine, as much data is given in this form. However, video generation of high-resolution data is a very demanding task for generative models, due to the large need for memory. In this paper, we propose Memory Efficient Video GAN (MeVGAN) - a Generative Adversarial Network (GAN) which uses plugin-type architecture. We use a pre-trained 2D-image GAN and only add a simple neural network to construct respective trajectories in the noise space, so that the trajectory forwarded through the GAN model constructs a real-life video. We apply MeVGAN in the task of generating colonoscopy videos. Colonoscopy is an important medical procedure, especially beneficial in screening and managing colorectal cancer. However, because colonoscopy is difficult and time-consuming to learn, colonoscopy simulators are widely used in educating young colonoscopists. We show that MeVGAN can produce good quality synthetic colonoscopy videos, which can be potentially used in virtual simulators.

10.5CVNov 17, 2024Code
VeGaS: Video Gaussian Splatting

Weronika Smolak-Dyżewska, Dawid Malarz, Kornel Howil et al.

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.

7.0SDMar 4, 2025Code
As Good as It KAN Get: High-Fidelity Audio Representation

Patryk Marszałek, Maciej Rut, Piotr Kawa et al.

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.

3.7CVNov 27, 2024Code
Neural Surface Priors for Editable Gaussian Splatting

Jakub Szymkowiak, Weronika Jakubowska, Dawid Malarz et al.

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.

3.6CVNov 25, 2025Code
GaINeR: Geometry-Aware Implicit Network Representation

Weronika Jakubowska, Mikołaj Zieliński, Rafał Tobiasz et al.

Implicit Neural Representations (INRs) have become an essential tool for modeling continuous 2D images, enabling high-fidelity reconstruction, super-resolution, and compression. Popular architectures such as SIREN, WIRE, and FINER demonstrate the potential of INR for capturing fine-grained image details. However, traditional INRs often lack explicit geometric structure and have limited capabilities for local editing or integration with physical simulation, restricting their applicability in dynamic or interactive settings. To address these limitations, we propose GaINeR: Geometry-Aware Implicit Network Representation, a novel framework for 2D images that combines trainable Gaussian distributions with a neural network-based INR. For a given image coordinate, the model retrieves the K nearest Gaussians, aggregates distance-weighted embeddings, and predicts the RGB value via a neural network. This design enables continuous image representation, interpretable geometric structure, and flexible local editing, providing a foundation for physically aware and interactive image manipulation. The official implementation of our method is publicly available at https://github.com/WJakubowska/GaINeR.

2.3LGJan 13, 2020Code
WICA: nonlinear weighted ICA

Andrzej Bedychaj, Przemysław Spurek, Aleksandra Nowak et al.

Independent Component Analysis (ICA) aims to find a coordinate system in which the components of the data are independent. In this paper we construct a new nonlinear ICA model, called WICA, which obtains better and more stable results than other algorithms. A crucial tool is given by a new efficient method of verifying nonlinear dependence with the use of computation of correlation coefficients for normally weighted data. In addition, authors propose a new baseline nonlinear mixing to perform comparable experiments, and a~reliable measure which allows fair comparison of nonlinear models. Our code for WICA is available on Github https://github.com/gmum/wica.

26.9CVFeb 2, 2024Code
GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting

Joanna Waczyńska, Piotr Borycki, Sławomir Tadeja et al.

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.

16.8CVDec 21, 2023Code
Gaussian Splatting with NeRF-based Color and Opacity

Dawid Malarz, Weronika Smolak, Jacek Tabor et al.

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.

16.4CVMay 23, 2024Code
D-MiSo: Editing Dynamic 3D Scenes using Multi-Gaussians Soup

Joanna Waczyńska, Piotr Borycki, Joanna Kaleta et al.

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.

20.4CVFeb 14, 2025Code
Classifier-free Guidance with Adaptive Scaling

Dawid Malarz, Artur Kasymov, Maciej Zięba et al.

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.

9.2GRFeb 11, 2025Code
MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization

Rafał Tobiasz, Grzegorz Wilczyński, Marcin Mazur et al.

Gaussian Splatting (GS) is a recent and pivotal technique in 3D computer graphics. GS-based algorithms almost always bypass classical methods such as ray tracing, which offers numerous inherent advantages for rendering. For example, ray tracing is able to handle incoherent rays for advanced lighting effects, including shadows and reflections. To address this limitation, we introduce MeshSplats, a method which converts GS to a mesh-like format. Following the completion of training, MeshSplats transforms Gaussian elements into mesh faces, enabling rendering using ray tracing methods with all their associated benefits. Our model can be utilized immediately following transformation, yielding a mesh of slightly reduced quality without additional training. Furthermore, we can enhance the reconstruction quality through the application of a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.

19.7CVJan 31, 2025Code
RaySplats: Ray Tracing based Gaussian Splatting

Krzysztof Byrski, Marcin Mazur, Jacek Tabor et al.

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.

3.7CVFeb 2, 2024Code
HyperPlanes: Hypernetwork Approach to Rapid NeRF Adaptation

Paweł Batorski, Dawid Malarz, Marcin Przewięźlikowski et al.

Neural radiance fields (NeRFs) are a widely accepted standard for synthesizing new 3D object views from a small number of base images. However, NeRFs have limited generalization properties, which means that we need to use significant computational resources to train individual architectures for each item we want to represent. To address this issue, we propose a few-shot learning approach based on the hypernetwork paradigm that does not require gradient optimization during inference. The hypernetwork gathers information from the training data and generates an update for universal weights. As a result, we have developed an efficient method for generating a high-quality 3D object representation from a small number of images in a single step. This has been confirmed by direct comparison with the state-of-the-art solutions and a comprehensive ablation study.

11.8CVAug 7, 2025
UnGuide: Learning to Forget with LoRA-Guided Diffusion Models

Agnieszka Polowczyk, Alicja Polowczyk, Dawid Malarz et al.

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.

13.1CVMay 19, 2025Code
EPIC: Explanation of Pretrained Image Classification Networks via Prototype

Piotr Borycki, Magdalena Trędowicz, Szymon Janusz et al.

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.

6.4LGMay 24, 2024Code
HINT: Hypernetwork Approach to Training Weight Interval Regions in Continual Learning

Patryk Krukowski, Anna Bielawska, Kamil Książek et al.

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.

5.2CVNov 19, 2024Code
PR-ENDO: Physically Based Relightable Gaussian Splatting for Endoscopy

Joanna Kaleta, Weronika Smolak-Dyżewska, Dawid Malarz et al.

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.

9.4LGNov 21, 2025
InTAct: Interval-based Task Activation Consolidation for Continual Learning

Patryk Krukowski, Jan Miksa, Piotr Helm et al.

Continual learning is a fundamental challenge in artificial intelligence that requires networks to acquire new knowledge while preserving previously learned representations. Despite the success of various approaches, most existing paradigms do not provide rigorous mathematical guarantees against catastrophic forgetting. Current methods that offer such guarantees primarily focus on analyzing the parameter space using \textit{interval arithmetic (IA)}, as seen in frameworks such as InterContiNet. However, restricting high-dimensional weight updates can be computationally expensive. In this work, we propose InTAct (Interval-based Task Activation Consolidation), a method that mitigates catastrophic forgetting by enforcing functional invariance at the neuron level. We identify specific activation intervals where previous tasks reside and constrain updates within these regions while allowing for flexible adaptation elsewhere. By ensuring that predictions remain stable within these nested activation intervals, we provide a tractable mathematical guarantee of functional invariance. We emphasize that regulating the activation space is significantly more efficient than parameter-based constraints, because the dimensionality of internal signals is much lower than that of the vast space of model weights. While our approach is architecture-agnostic and applicable to various continual learning settings, its integration with prompt-based methods enables it to achieve state-of-the-art performance on challenging benchmarks.

2.3GROct 13, 2025
GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality

Anastasiya Pechko, Piotr Borycki, Joanna Waczyńska et al.

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.

7.1LGSep 26, 2025
Memory Self-Regeneration: Uncovering Hidden Knowledge in Unlearned Models

Agnieszka Polowczyk, Alicja Polowczyk, Joanna Waczyńska et al.

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.

6.2CVSep 20, 2025
MedGS: Gaussian Splatting for Multi-Modal 3D Medical Imaging

Kacper Marzol, Ignacy Kolton, Weronika Smolak-Dyżewska et al.

Multi-modal three-dimensional (3D) medical imaging data, derived from ultrasound, magnetic resonance imaging (MRI), and potentially computed tomography (CT), provide a widely adopted approach for non-invasive anatomical visualization. Accurate modeling, registration, and visualization in this setting depend on surface reconstruction and frame-to-frame interpolation. Traditional methods often face limitations due to image noise and incomplete information between frames. To address these challenges, we present MedGS, a semi-supervised neural implicit surface reconstruction framework that employs a Gaussian Splatting (GS)-based interpolation mechanism. In this framework, medical imaging data are represented as consecutive two-dimensional (2D) frames embedded in 3D space and modeled using Gaussian-based distributions. This representation enables robust frame interpolation and high-fidelity surface reconstruction across imaging modalities. As a result, MedGS offers more efficient training than traditional neural implicit methods. Its explicit GS-based representation enhances noise robustness, allows flexible editing, and supports precise modeling of complex anatomical structures with fewer artifacts. These features make MedGS highly suitable for scalable and practical applications in medical imaging.

4.1LGJun 9, 2025
SHIELD: Secure Hypernetworks for Incremental Expansion Learning Defense

Patryk Krukowski, Łukasz Gorczyca, Piotr Helm et al.

Continual learning under adversarial conditions remains an open problem, as existing methods often compromise either robustness, scalability, or both. We propose a novel framework that integrates Interval Bound Propagation (IBP) with a hypernetwork-based architecture to enable certifiably robust continual learning across sequential tasks. Our method, SHIELD, generates task-specific model parameters via a shared hypernetwork conditioned solely on compact task embeddings, eliminating the need for replay buffers or full model copies and enabling efficient over time. To further enhance robustness, we introduce Interval MixUp, a novel training strategy that blends virtual examples represented as $\ell_{\infty}$ balls centered around MixUp points. Leveraging interval arithmetic, this technique guarantees certified robustness while mitigating the wrapping effect, resulting in smoother decision boundaries. We evaluate SHIELD under strong white-box adversarial attacks, including PGD and AutoAttack, across multiple benchmarks. It consistently outperforms existing robust continual learning methods, achieving state-of-the-art average accuracy while maintaining both scalability and certification. These results represent a significant step toward practical and theoretically grounded continual learning in adversarial settings.

6.2CVJun 9, 2025Code
HuSc3D: Human Sculpture dataset for 3D object reconstruction

Weronika Smolak-Dyżewska, Dawid Malarz, Grzegorz Wilczyński et al.

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.

2.0CVFeb 9, 2024Code
Deepfake for the Good: Generating Avatars through Face-Swapping with Implicit Deepfake Generation

Georgii Stanishevskii, Jakub Steczkiewicz, Tomasz Szczepanik et al.

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.

5.0CVMay 17, 2023Code
MultiPlaneNeRF: Neural Radiance Field with Non-Trainable Representation

Dominik Zimny, Artur Kasymov, Adam Kania et al.

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.

4.4LGNov 15, 2021Code
Target Layer Regularization for Continual Learning Using Cramer-Wold Generator

Marcin Mazur, Łukasz Pustelnik, Szymon Knop et al.

We propose an effective regularization strategy (CW-TaLaR) for solving continual learning problems. It uses a penalizing term expressed by the Cramer-Wold distance between two probability distributions defined on a target layer of an underlying neural network that is shared by all tasks, and the simple architecture of the Cramer-Wold generator for modeling output data representation. Our strategy preserves target layer distribution while learning a new task but does not require remembering previous tasks' datasets. We perform experiments involving several common supervised frameworks, which prove the competitiveness of the CW-TaLaR method in comparison to a few existing state-of-the-art continual learning models.

12.5LGOct 26, 2021Code
Non-Gaussian Gaussian Processes for Few-Shot Regression

Marcin Sendera, Jacek Tabor, Aleksandra Nowak et al.

Gaussian Processes (GPs) have been widely used in machine learning to model distributions over functions, with applications including multi-modal regression, time-series prediction, and few-shot learning. GPs are particularly useful in the last application since they rely on Normal distributions and enable closed-form computation of the posterior probability function. Unfortunately, because the resulting posterior is not flexible enough to capture complex distributions, GPs assume high similarity between subsequent tasks - a requirement rarely met in real-world conditions. In this work, we address this limitation by leveraging the flexibility of Normalizing Flows to modulate the posterior predictive distribution of the GP. This makes the GP posterior locally non-Gaussian, therefore we name our method Non-Gaussian Gaussian Processes (NGGPs). More precisely, we propose an invertible ODE-based mapping that operates on each component of the random variable vectors and shares the parameters across all of them. We empirically tested the flexibility of NGGPs on various few-shot learning regression datasets, showing that the mapping can incorporate context embedding information to model different noise levels for periodic functions. As a result, our method shares the structure of the problem between subsequent tasks, but the contextualization allows for adaptation to dissimilarities. NGGPs outperform the competing state-of-the-art approaches on a diversified set of benchmarks and applications.

4.7CVOct 12, 2021Code
HyperCube: Implicit Field Representations of Voxelized 3D Models

Magdalena Proszewska, Marcin Mazur, Tomasz Trzciński et al.

Recently introduced implicit field representations offer an effective way of generating 3D object shapes. They leverage implicit decoder trained to take a 3D point coordinate concatenated with a shape encoding and to output a value which indicates whether the point is outside the shape or not. Although this approach enables efficient rendering of visually plausible objects, it has two significant limitations. First, it is based on a single neural network dedicated for all objects from a training set which results in a cumbersome training procedure and its application in real life. More importantly, the implicit decoder takes only points sampled within voxels (and not the entire voxels) which yields problems at the classification boundaries and results in empty spaces within the rendered mesh. To solve the above limitations, we introduce a new HyperCube architecture based on interval arithmetic network, that enables direct processing of 3D voxels, trained using a hypernetwork paradigm to enforce model convergence. Instead of processing individual 3D samples from within a voxel, our approach allows to input the entire voxel (3D cube) represented with its convex hull coordinates, while the target network constructed by a hypernet assigns it to an inside or outside category. As a result our HyperCube model outperforms the competing approaches both in terms of training and inference efficiency, as well as the final mesh quality.

6.5LGOct 5, 2021
Efficient GPU implementation of randomized SVD and its applications

Łukasz Struski, Paweł Morkisz, Przemysław Spurek et al.

Matrix decompositions are ubiquitous in machine learning, including applications in dimensionality reduction, data compression and deep learning algorithms. Typical solutions for matrix decompositions have polynomial complexity which significantly increases their computational cost and time. In this work, we leverage efficient processing operations that can be run in parallel on modern Graphical Processing Units (GPUs), predominant computing architecture used e.g. in deep learning, to reduce the computational burden of computing matrix decompositions. More specifically, we reformulate the randomized decomposition problem to incorporate fast matrix multiplication operations (BLAS-3) as building blocks. We show that this formulation, combined with fast random number generators, allows to fully exploit the potential of parallel processing implemented in GPUs. Our extensive evaluation confirms the superiority of this approach over the competing methods and we release the results of this research as a part of the official CUDA implementation (https://docs.nvidia.com/cuda/cusolver/index.html).

1.6LGAug 10, 2021
Flow-based SVDD for anomaly detection

Marcin Sendera, Marek Śmieja, Łukasz Maziarka et al.

We propose FlowSVDD -- a flow-based one-class classifier for anomaly/outliers detection that realizes a well-known SVDD principle using deep learning tools. Contrary to other approaches to deep SVDD, the proposed model is instantiated using flow-based models, which naturally prevents from collapsing of bounding hypersphere into a single point. Experiments show that FlowSVDD achieves comparable results to the current state-of-the-art methods and significantly outperforms related deep SVDD methods on benchmark datasets.

1.4CVAug 3, 2021Code
HyperColor: A HyperNetwork Approach for Synthesizing Auto-colored 3D Models for Game Scenes Population

Ivan Kostiuk, Przemysław Stachura, Sławomir K. Tadeja et al.

Designing a 3D game scene is a tedious task that often requires a substantial amount of work. Typically, this task involves synthesis, coloring, and placement of 3D models within the game scene. To lessen this workload, we can apply machine learning to automate some aspects of the game scene development. Earlier research has already tackled automated generation of the game scene background with machine learning. However, model auto-coloring remains an underexplored problem. The automatic coloring of a 3D model is a challenging task, especially when dealing with the digital representation of a colorful, multipart object. In such a case, we have to ``understand'' the object's composition and coloring scheme of each part. Existing single-stage methods have their own caveats such as the need for segmentation of the object or generating individual parts that have to be assembled together to yield the final model. We address these limitations by proposing a two-stage training approach to synthesize auto-colored 3D models. In the first stage, we obtain a 3D point cloud representing a 3D object, whilst in the second stage, we assign colors to points within such cloud. Next, by leveraging the so-called triangulation trick, we generate a 3D mesh in which the surfaces are colored based on interpolation of colored points representing vertices of a given mesh triangle. This approach allows us to generate a smooth coloring scheme. Experimental evaluation shows that our two-stage approach gives better results in terms of shape reconstruction and coloring when compared to traditional single-stage techniques.

3.7CVFeb 11, 2021Code
Modeling 3D Surface Manifolds with a Locally Conditioned Atlas

Przemysław Spurek, Sebastian Winczowski, Maciej Zięba et al.

Recently proposed 3D object reconstruction methods represent a mesh with an atlas - a set of planar patches approximating the surface. However, their application in a real-world scenario is limited since the surfaces of reconstructed objects contain discontinuities, which degrades the quality of the final mesh. This is mainly caused by independent processing of individual patches, and in this work, we postulate to mitigate this limitation by preserving local consistency around patch vertices. To that end, we introduce a Locally Conditioned Atlas (LoCondA), a framework for representing a 3D object hierarchically in a generative model. Firstly, the model maps a point cloud of an object into a sphere. Secondly, by leveraging a spherical prior, we enforce the mapping to be locally consistent on the sphere and on the target object. This way, we can sample a mesh quad on that sphere and project it back onto the object's manifold. With LoCondA, we can produce topologically diverse objects while maintaining quads to be stitched together. We show that the proposed approach provides structurally coherent reconstructions while producing meshes of quality comparable to the competitors.

9.4CVFeb 11, 2021Code
HyperPocket: Generative Point Cloud Completion

Przemysław Spurek, Artur Kasymov, Marcin Mazur et al.

Scanning real-life scenes with modern registration devices typically give incomplete point cloud representations, mostly due to the limitations of the scanning process and 3D occlusions. Therefore, completing such partial representations remains a fundamental challenge of many computer vision applications. Most of the existing approaches aim to solve this problem by learning to reconstruct individual 3D objects in a synthetic setup of an uncluttered environment, which is far from a real-life scenario. In this work, we reformulate the problem of point cloud completion into an object hallucination task. Thus, we introduce a novel autoencoder-based architecture called HyperPocket that disentangles latent representations and, as a result, enables the generation of multiple variants of the completed 3D point clouds. We split point cloud processing into two disjoint data streams and leverage a hypernetwork paradigm to fill the spaces, dubbed pockets, that are left by the missing object parts. As a result, the generated point clouds are not only smooth but also plausible and geometrically consistent with the scene. Our method offers competitive performances to the other state-of-the-art models, and it enables a~plethora of novel applications.

6.5LGNov 30, 2020
RegFlow: Probabilistic Flow-based Regression for Future Prediction

Maciej Zięba, Marcin Przewięźlikowski, Marek Śmieja et al.

Predicting future states or actions of a given system remains a fundamental, yet unsolved challenge of intelligence, especially in the scope of complex and non-deterministic scenarios, such as modeling behavior of humans. Existing approaches provide results under strong assumptions concerning unimodality of future states, or, at best, assuming specific probability distributions that often poorly fit to real-life conditions. In this work we introduce a robust and flexible probabilistic framework that allows to model future predictions with virtually no constrains regarding the modality or underlying probability distribution. To achieve this goal, we leverage a hypernetwork architecture and train a continuous normalizing flow model. The resulting method dubbed RegFlow achieves state-of-the-art results on several benchmark datasets, outperforming competing approaches by a significant margin.

5.8CVOct 26, 2020
Processing of incomplete images by (graph) convolutional neural networks

Tomasz Danel, Marek Śmieja, Łukasz Struski et al.

We investigate the problem of training neural networks from incomplete images without replacing missing values. For this purpose, we first represent an image as a graph, in which missing pixels are entirely ignored. The graph image representation is processed using a spatial graph convolutional network (SGCN) -- a type of graph convolutional networks, which is a proper generalization of classical CNNs operating on images. On one hand, our approach avoids the problem of missing data imputation while, on the other hand, there is a natural correspondence between CNNs and SGCN. Experiments confirm that our approach performs better than analogical CNNs with the imputation of missing values on typical classification and reconstruction tasks.

8.5LGOct 6, 2020
OneFlow: One-class flow for anomaly detection based on a minimal volume region

Łukasz Maziarka, Marek Śmieja, Marcin Sendera et al.

We propose OneFlow - a flow-based one-class classifier for anomaly (outlier) detection that finds a minimal volume bounding region. Contrary to density-based methods, OneFlow is constructed in such a way that its result typically does not depend on the structure of outliers. This is caused by the fact that during training the gradient of the cost function is propagated only over the points located near to the decision boundary (behavior similar to the support vectors in SVM). The combination of flow models and a Bernstein quantile estimator allows OneFlow to find a parametric form of bounding region, which can be useful in various applications including describing shapes from 3D point clouds. Experiments show that the proposed model outperforms related methods on real-world anomaly detection problems.

5.0LGSep 15, 2020Code
Generative models with kernel distance in data space

Szymon Knop, Marcin Mazur, Przemysław Spurek et al.

Generative models dealing with modeling a~joint data distribution are generally either autoencoder or GAN based. Both have their pros and cons, generating blurry images or being unstable in training or prone to mode collapse phenomenon, respectively. The objective of this paper is to construct a~model situated between above architectures, one that does not inherit their main weaknesses. The proposed LCW generator (Latent Cramer-Wold generator) resembles a classical GAN in transforming Gaussian noise into data space. What is of utmost importance, instead of a~discriminator, LCW generator uses kernel distance. No adversarial training is utilized, hence the name generator. It is trained in two phases. First, an autoencoder based architecture, using kernel measures, is built to model a manifold of data. We propose a Latent Trick mapping a Gaussian to latent in order to get the final model. This results in very competitive FID values.

5.8LGJun 17, 2020
Adversarial Examples Detection and Analysis with Layer-wise Autoencoders

Bartosz Wójcik, Paweł Morawiecki, Marek Śmieja et al.

We present a mechanism for detecting adversarial examples based on data representations taken from the hidden layers of the target network. For this purpose, we train individual autoencoders at intermediate layers of the target network. This allows us to describe the manifold of true data and, in consequence, decide whether a given example has the same characteristics as true data. It also gives us insight into the behavior of adversarial examples and their flow through the layers of a deep neural network. Experimental results show that our method outperforms the state of the art in supervised and unsupervised settings.