CVSep 9, 2024
GASP: Gaussian Splatting for Physic-Based SimulationsPiotr 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.
CVMar 10, 2023
NeRFlame: FLAME-based conditioning of NeRF for 3D face renderingWojciech 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.
LGOct 6, 2022
Hypernetwork approach to Bayesian MAMLPiotr 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.
CVMay 9Code
ProDG: Prototypes for Data-Free Generative Post-Hoc ExplainabilityPiotr Borycki, Magdalena Trędowicz, Jacek Tabor et al.
Ante-hoc interpretability methods based on prototypes provide highly accurate explanations by utilizing the intuitive "this looks like that" reasoning paradigm. On the other hand, post-hoc models can explain predictions for a single image without relying on an underlying dataset or requiring costly neural network retraining. Recent approaches successfully solve the retraining problem for prototype-based networks. However, they still face a fundamental limitation: they require access to a subset of data (e.g., a test or validation set) to search for and extract the visual prototypes. In this paper, we address this issue and introduce ProDG: Generative Prototypes for Data-Free Post-Hoc Explainability, a novel framework that leverages generative models to synthesize pure, high-fidelity prototypes directly from the frozen model's weights, completely eliminating the dependency on any external data. By establishing this new frontier in Data-Free XAI, ProDG unlocks robust visual interpretability for privacy-sensitive domains, where original data is strictly restricted or fundamentally inaccessible. Project page: https://github.com/piotr310100/ProDG
CVMar 17
SMAL-pets: SMAL Based Avatars of Pets from Single ImagePiotr Borycki, Joanna Waczyńska, Yizhe Zhu et al.
Creating high-fidelity, animatable 3D dog avatars remains a formidable challenge in computer vision. Unlike human digital doubles, animal reconstruction faces a critical shortage of large-scale, annotated datasets for specialized applications. Furthermore, the immense morphological diversity across species, breeds, and crosses, which varies significantly in size, proportions, and features, complicates the generalization of existing models. Current reconstruction methods often struggle to capture realistic fur textures. Additionally, ensuring these avatars are fully editable and capable of performing complex, naturalistic movements typically necessitates labor-intensive manual mesh manipulation and expert rigging. This paper introduces SMAL-pets, a comprehensive framework that generates high-quality, editable animal avatars from a single input image. Our approach bridges the gap between reconstruction and generative modeling by leveraging a hybrid architecture. Our method integrates 3D Gaussian Splatting with the SMAL parametric model to provide a representation that is both visually high-fidelity and anatomically grounded. We introduce a multimodal editing suite that enables users to refine the avatar's appearance and execute complex animations through direct textual prompts. By allowing users to control both the aesthetic and behavioral aspects of the model via natural language, SMAL-pets provides a flexible, robust tool for animation and virtual reality.
SDMay 11
APEX: Audio Prototype EXplanations for Classification TasksPiotr Kawa, Kornel Howil, Piotr Borycki et al.
Explainable AI (XAI) has achieved remarkable success in image classification, yet the audio domain lacks equally mature solutions. Current methods apply vision-based attribution techniques to spectrograms, overlooking fundamental differences between visual and acoustic signals. While prototype reasoning is promising, acoustic similarity remains multidimensional. We introduce APEX (Audio Prototype EXplanations), a post-hoc framework for interpreting pre-trained audio classifiers. Crucially, APEX requires no fine-tuning of the original backbone and strictly preserves output invariance. APEX disentangles explanations into four perspectives: Square-based prototypes to localize transient events, Time-based for temporal patterns, Frequency-based highlighting spectral bands, and Time-Frequency-based integrating both. This yields intuitive, example-based explanations that respect acoustic properties, providing greater semantic clarity than standard gradient-based methods.
CVFeb 10Code
XSPLAIN: XAI-enabling Splat-based Prototype Learning for Attribute-aware INterpretabilityDominik Galus, Julia Farganus, Tymoteusz Zapala et al.
3D Gaussian Splatting (3DGS) has rapidly become a standard for high-fidelity 3D reconstruction, yet its adoption in multiple critical domains is hindered by the lack of interpretability of the generation models as well as classification of the Splats. While explainability methods exist for other 3D representations, like point clouds, they typically rely on ambiguous saliency maps that fail to capture the volumetric coherence of Gaussian primitives. We introduce XSPLAIN, the first ante-hoc, prototype-based interpretability framework designed specifically for 3DGS classification. Our approach leverages a voxel-aggregated PointNet backbone and a novel, invertible orthogonal transformation that disentangles feature channels for interpretability while strictly preserving the original decision boundaries. Explanations are grounded in representative training examples, enabling intuitive ``this looks like that'' reasoning without any degradation in classification performance. A rigorous user study (N=51) demonstrates a decisive preference for our approach: participants selected XSPLAIN explanations 48.4\% of the time as the best, significantly outperforming baselines $(p<0.001)$, showing that XSPLAIN provides transparency and user trust. The source code for this work is available at: https://github.com/Solvro/ml-splat-xai
CVFeb 2, 2024
GaMeS: Mesh-Based Adapting and Modification of Gaussian SplattingJoanna 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.
CVMay 23, 2024
D-MiSo: Editing Dynamic 3D Scenes using Multi-Gaussians SoupJoanna 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.
CVMay 19, 2025
EPIC: Explanation of Pretrained Image Classification Networks via PrototypePiotr 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.
CVMar 15, 2025
REdiSplats: Ray Tracing for Editable Gaussian SplattingKrzysztof Byrski, Grzegorz Wilczyński, Weronika Smolak-Dyżewska et al.
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.
GROct 13, 2025
GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual RealityAnastasiya 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.
LGSep 26, 2025
Memory Self-Regeneration: Uncovering Hidden Knowledge in Unlearned ModelsAgnieszka 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.
CVJun 9, 2025
HuSc3D: Human Sculpture dataset for 3D object reconstructionWeronika 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.
CVMay 28, 2025
CLIPGaussian: Universal and Multimodal Style Transfer Based on Gaussian SplattingKornel Howil, Joanna Waczyńska, Piotr Borycki et al.
Gaussian Splatting (GS) has recently emerged as an efficient representation for rendering 3D scenes from 2D images and has been extended to images, videos, and dynamic 4D content. However, applying style transfer to GS-based representations, especially beyond simple color changes, remains challenging. In this work, we introduce CLIPGaussian, the first unified style transfer framework that supports text- and image-guided stylization across multiple modalities: 2D images, videos, 3D objects, and 4D scenes. Our method operates directly on Gaussian primitives and integrates into existing GS pipelines as a plug-in module, without requiring large generative models or retraining from scratch. The CLIPGaussian approach enables joint optimization of color and geometry in 3D and 4D settings, and achieves temporal coherence in videos, while preserving the model size. We demonstrate superior style fidelity and consistency across all tasks, validating CLIPGaussian as a universal and efficient solution for multimodal style transfer.