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740篇论文匹配“Graphical Models”
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Probabilistic Methods/Structure Learning

Enrico Giudice, Jack Kuipers, Giusi Moffa

Gaussian Process Networks (GPNs) are a class of directed graphical models which employ Gaussian processes as priors for the conditional expectation of each variable given its parents in the network. The model allows the description of continuous joint distributions in a compact but flexible manner with minimal parametric assumptions on the dependencies between variables. Bayesian structure learning of GPNs requires computing the posterior over graphs of the network and is computationally infeasible even in low dimensions. This work implements Monte Carlo and Markov Chain Monte Carlo methods to sample from the posterior distribution of network structures. As such, the approach follows the Bayesian paradigm, comparing models via their marginal likelihood and computing the posterior probability of the GPN features. Simulation studies show that our method outperforms state-of-the-art algorithms in recovering the graphical structure of the network and provides an accurate approximation of its posterior distribution.

Reinforcement Learning

Jean Tarbouriech, Tor Lattimore, Brendan O'Donoghue

A popular perspective in Reinforcement learning (RL) casts the problem as probabilistic inference on a graphical model of the Markov decision process (MDP). The core object of study is the probability of each state-action pair being visited under the optimal policy. Previous approaches to approximate this quantity can be arbitrarily poor, leading to algorithms that do not implement genuine statistical inference and consequently do not perform well in challenging problems. In this work, we undertake a rigorous Bayesian treatment of the posterior probability of state-action optimality and clarify how it flows through the MDP. We first reveal that this quantity can indeed be used to generate a policy that explores efficiently, as measured by regret. Unfortunately, computing it is intractable, so we derive a new variational Bayesian approximation yielding a tractable convex optimization problem and establish that the resulting policy also explores efficiently. We call our approach VAPOR and show that it has strong connections to Thompson sampling, K-learning, and maximum entropy exploration. We conclude with some experiments demonstrating the performance advantage of a deep RL version of VAPOR.

Applications/Language, Speech and Dialog

Heng Wang, Shangbin Feng, Tianxing He, Zhaoxuan Tan, Xiaochuang Han, Yulia Tsvetkov

Large language models (LLMs) are increasingly adopted for a variety of tasks with implicit graphical structures, such as planning in robotics, multi-hop question answering or knowledge probing, structured commonsense reasoning, and more. While LLMs have advanced the state-of-the-art on these tasks with structure implications, whether LLMs could explicitly process textual descriptions of graphs and structures, map them to grounded conceptual spaces, and perform structured operations remains underexplored. To this end, we propose NLGraph (Natural Language Graph), a comprehensive benchmark of graph-based problem solving designed in natural language. NLGraph contains 29,370 problems, covering eight graph reasoning tasks with varying complexity from simple tasks such as connectivity and shortest path up to complex problems such as maximum flow and simulating graph neural networks. We evaluate LLMs (GPT-3/4) with various prompting approaches on the NLGraph benchmark and find that 1) language models do demonstrate preliminary graph reasoning abilities, 2) the benefit of advanced prompting and in-context learning diminishes on more complex graph problems, while 3) LLMs are also (un)surprisingly brittle in the face of spurious correlations in graph and problem settings. We then propose Build-a-Graph Prompting and Algorithmic Prompting, two instruction-based approaches to enhance LLMs in solving natural language graph problems. Build-a-Graph and Algorithmic prompting improve the performance of LLMs on NLGraph by 3.07% to 16.85% across multiple tasks and settings, while how to solve the most complicated graph reasoning tasks in our setup with language models remains an open research question.

Probabilistic Methods/Graphical Models

Henry C Bendekgey, Gabe Hope, Erik Sudderth

By composing graphical models with deep learning architectures, we learn generative models with the strengths of both frameworks. The structured variational autoencoder (SVAE) inherits structure and interpretability from graphical models, and flexible likelihoods for high-dimensional data from deep learning, but poses substantial optimization challenges. We propose novel algorithms for learning SVAEs, and are the first to demonstrate the SVAE's ability to handle multimodal uncertainty when data is missing by incorporating discrete latent variables. Our memory-efficient implicit differentiation scheme makes the SVAE tractable to learn via gradient descent, while demonstrating robustness to incomplete optimization. To more rapidly learn accurate graphical model parameters, we derive a method for computing natural gradients without manual derivations, which avoids biases found in prior work. These optimization innovations enable the first comparisons of the SVAE to state-of-the-art time series models, where the SVAE performs competitively while learning interpretable and structured discrete data representations.

Probabilistic Methods/Graphical Models

Marcello Massimo Negri, Fabricio Arend Torres, Volker Roth

Studying conditional independence among many variables with few observations is a challenging task.Gaussian Graphical Models (GGMs) tackle this problem by encouraging sparsity in the precision matrix through $l_q$ regularization with $q\leq1$.However, most GMMs rely on the $l_1$ norm because the objective is highly non-convex for sub-$l_1$ pseudo-norms.In the frequentist formulation, the $l_1$ norm relaxation provides the solution path as a function of the shrinkage parameter $\lambda$.In the Bayesian formulation, sparsity is instead encouraged through a Laplace prior, but posterior inference for different $\lambda$ requires repeated runs of expensive Gibbs samplers.Here we propose a general framework for variational inference with matrix-variate Normalizing Flow in GGMs, which unifies the benefits of frequentist and Bayesian frameworks.As a key improvement on previous work, we train with one flow a continuum of sparse regression models jointly for all regularization parameters $\lambda$ and all $l_q$ norms, including non-convex sub-$l_1$ pseudo-norms.Within one model we thus have access to (i) the evolution of the posterior for any $\lambda$ and any $l_q$ (pseudo-) norm, (ii) the marginal log-likelihood for model selection, and (iii) the frequentist solution paths through simulated annealing in the MAP limit.

Probabilistic Methods/Graphical Models

Jian-Feng CAI, José Vinícius de Miranda Cardoso, Daniel Palomar, Jiaxi Ying

We study the problem of estimating precision matrices in Gaussian distributions that are multivariate totally positive of order two ($\mathrm{MTP}_2$). The precision matrix in such a distribution is an M-matrix. This problem can be formulated as a sign-constrained log-determinant program. Current algorithms are designed using the block coordinate descent method or the proximal point algorithm, which becomes computationally challenging in high-dimensional cases due to the requirement to solve numerous nonnegative quadratic programs or large-scale linear systems. To address this issue, we propose a novel algorithm based on the two-metric projection method, incorporating a carefully designed search direction and variable partitioning scheme. Our algorithm substantially reduces computational complexity, and its theoretical convergence is established. Experimental results on synthetic and real-world datasets demonstrate that our proposed algorithm provides a significant improvement in computational efficiency compared to the state-of-the-art methods.

Reinforcement Learning/Inverse

Kartik Chandra, Tony Chen, Tzu-Mao Li, Jonathan Ragan-Kelley, Josh Tenenbaum

A single panel of a comic book can say a lot: it can depict not only where the characters currently are, but also their motions, their motivations, their emotions, and what they might do next. More generally, humans routinely infer complex sequences of past and future events from a *static snapshot* of a *dynamic scene*, even in situations they have never seen before.In this paper, we model how humans make such rapid and flexible inferences. Building on a long line of work in cognitive science, we offer a Monte Carlo algorithm whose inferences correlate well with human intuitions in a wide variety of domains, while only using a small, cognitively-plausible number of samples. Our key technical insight is a surprising connection between our inference problem and Monte Carlo path tracing, which allows us to apply decades of ideas from the computer graphics community to this seemingly-unrelated theory of mind task.

Miscellaneous Aspects of Machine Learning/Unsupervised and Semi-supervised Learning

Annie Gray, Alexander Modell, Patrick Rubin-Delanchy, Nick Whiteley

In this paper we offer a new perspective on the well established agglomerative clustering algorithm, focusing on recovery of hierarchical structure. We recommend a simple variant of the standard algorithm, in which clusters are merged by maximum average dot product and not, for example, by minimum distance or within-cluster variance. We demonstrate that the tree output by this algorithm provides a bona fide estimate of generative hierarchical structure in data, under a generic probabilistic graphical model. The key technical innovations are to understand how hierarchical information in this model translates into tree geometry which can be recovered from data, and to characterise the benefits of simultaneously growing sample size and data dimension. We demonstrate superior tree recovery performance with real data over existing approaches such as UPGMA, Ward's method, and HDBSCAN.

Theory/Probabilistic Methods

Ryan Singh, Christopher L Buckley

Attention mechanisms play a crucial role in cognitive systems by allowing them to flexibly allocate cognitive resources. Transformers, in particular, have become a dominant architecture in machine learning, with attention as their central innovation. However, the underlying intuition and formalism of attention in Transformers is based on ideas of keys and queries in database management systems. In this work, we pursue a structural inference perspective, building upon, and bringing together, previous theoretical descriptions of attention such as; Gaussian Mixture Models, alignment mechanisms and Hopfield Networks. Specifically, we demonstrate that attention can be viewed as inference over an implicitly defined set of possible adjacency structures in a graphical model, revealing the generality of such a mechanism. This perspective unifies different attentional architectures in machine learning and suggests potential modifications and generalizations of attention. Here we investigate two and demonstrate their behaviour on explanatory toy problems: (a) extending the value function to incorporate more nodes of a graphical model yielding a mechanism with a bias toward attending multiple tokens; (b) introducing a geometric prior (with conjugate hyper-prior) over the adjacency structures producing a mechanism which dynamically scales the context window depending on input. Moreover, by describing a link between structural inference and precision-regulation in Predictive Coding Networks, we discuss how this framework can bridge the gap between attentional mechanisms in machine learning and Bayesian conceptions of attention in Neuroscience. We hope by providing a new lens on attention architectures our work can guide the development of new and improved attentional mechanisms.

Aditi Basu Bal, Ramy Mounir, Sathyanarayanan Aakur, Sudeep Sarkar, Anuj Srivastava

Graph-based representations are becoming increasingly popular for representing and analyzing video data, especially in object tracking and scene understanding applications. Accordingly, an essential tool in this approach is to generate statistical inferences for graphical time series associated with videos. This paper develops a Kalman-smoothing method for estimating graphs from noisy, cluttered, and incomplete data. The main challenge here is to find and preserve the registration of nodes (salient detected objects) across time frames when the data has noise and clutter due to false and missing nodes. First, we introduce a quotient-space representation of graphs that incorporates temporal registration of nodes, and we use that metric structure to impose a dynamical model on graph evolution. Then, we derive a Kalman smoother, adapted to the quotient space geometry, to estimate dense, smooth trajectories of graphs. We demonstrate this framework using simulated data and actual video graphs extracted from the Multiview Extended Video with Activities (MEVA) dataset. This framework successfully estimates graphs despite the noise, clutter, and missed detections. Keywords: motion tracking, graph representations, video graphs, quotient metrics, Kalman smoothing, nonlinear manifolds.

Xiang Kong, Lu Jiang, Huiwen Chang, Han Zhang, Yuan Hao, Haifeng Gong, Irfan Essa

Creating visual layouts is a critical step in graphic design. Automatic generation of such layouts is essential for scalable and diverse visual designs. To advance conditional layout generation, we introduce BLT, a bidirectional layout transformer. BLT differs from previous work on transformers in adopting non-autoregressive transformers. In training, BLT learns to predict the masked attributes by attending to surrounding attributes in two directions. During inference, BLT first generates a draft layout from the input and then iteratively refines it into a high-quality layout by masking out low-confident attributes. The masks generated in both training and inference are controlled by a new hierarchical sampling policy. We verify the proposed model on six benchmarks of diverse design tasks. Experimental results demonstrate two benefits compared to the state-of-the-art layout transformer models. First, our model empowers layout transformers to fulfill controllable layout generation. Second, it achieves up to 10x speedup in generating a layout at inference time than the layout transformer baseline. Code is released at https://shawnkx.github.io/blt.

Linjie Lyu, Ayush Tewari, Thomas Leimkühler, Marc Habermann, Christian Theobalt

Given a set of images of a scene, the re-rendering of this scene from novel views and lighting conditions is an important and challenging problem in Computer Vision and Graphics. On the one hand, most existing works in Computer Vision usually impose many assumptions regarding the image formation process, e.g. direct illumination and predefined materials, to make scene parameter estimation tractable. On the other hand, mature Computer Graphics tools allow modeling of complex photo-realistic light transport given all the scene parameters. Combining these approaches, we propose a method for scene relighting under novel views by learning a neural precomputed radiance transfer function, which implicitly handles global illumination effects using novel environment maps. Our method can be solely supervised on a set of real images of the scene under a single unknown lighting condition. To disambiguate the task during training, we tightly integrate a differentiable path tracer in the training process and propose a combination of a synthesized OLAT and a real image loss. Results show that the recovered disentanglement of scene parameters improves significantly over the current state of the art and, thus, also our re-rendering results are more realistic and accurate.

Chaonan Ji, Tao Yu, Kaiwen Guo, Jingxin Liu, Yebin Liu

Single-image human relighting aims to relight a target human under new lighting conditions by decomposing the input image into albedo, shape and lighting. Although plausible relighting results can be achieved, previous methods suffer from both the entanglement between albedo and lighting and the lack of hard shadows, which significantly decrease the realism. To tackle these two problems, we propose a geometry-aware single-image human relighting framework that leverages single-image geometry reconstruction for joint deployment of traditional graphics rendering and neural rendering techniques. For the de-lighting, we explore the shortcomings of UNet architecture and propose a modified HRNet, achieving better disentanglement between albedo and lighting. For the relighting, we introduce a ray tracing-based per-pixel lighting representation that explicitly models high-frequency shadows and propose a learning-based shading refinement module to restore realistic shadows (including hard cast shadows) from ray-traced shading maps. Our framework is able to generate photo-realistic high-frequency shadows such as cast shadows under challenging lighting conditions. Extensive experiments demonstrate that our proposed method outperforms previous methods on both synthetic and real images.

Jianglin Fu, Shikai Li, Yuming Jiang, Kwan-Yee Lin, Chen Qian, Chen Change Loy, Wayne Wu, Ziwei Liu

Unconditional human image generation is an important task in vision and graphics, enabling various applications in the creative industry. Existing studies in this field mainly focus on “network engineering” such as designing new components and objective functions. This work takes a data-centric perspective and investigates multiple critical aspects in “data engineering”, which we believe would complement the current practice. To facilitate a comprehensive study, we collect and annotate a large-scale human image dataset with over 230K samples capturing diverse poses and textures. Equipped with this large dataset, we rigorously investigate three essential factors in data engineering for StyleGAN-based human generation, namely data size, data distribution, and data alignment. Extensive experiments reveal several valuable observations w.r.t. these aspects: 1) Large-scale data, more than 40K images, are needed to train a high-fidelity unconditional human generation model with a vanilla StyleGAN. 2) A balanced training set helps improve the generation quality with rare face poses compared to the long-tailed counterpart, whereas simply balancing the clothing texture distribution does not effectively bring an improvement. 3) Human GAN models that employ body centers for alignment outperform models trained using face centers or pelvis points as alignment anchors. In addition, a model zoo and human editing applications are demonstrated to facilitate future research in the community.

Jichao Zhang, Enver Sangineto, Hao Tang, Aliaksandr Siarohin, Zhun Zhong, Nicu Sebe, Wei Wang

Generative Neural Radiance Field (GNeRF) models, which extract implicit 3D representations from 2D images, have recently been shown to produce realistic images representing rigid/semi-rigid objects, such as human faces or cars. However, they usually struggle to generate high-quality images representing non-rigid objects, such as the human body, which is of a great interest for many computer graphics applications. This paper proposes a 3D-aware Semantic-Guided Generative Model (3D-SGAN) for human image synthesis, which combines a GNeRF with a texture generator. The former learns an implicit 3D representation of the human body and outputs a set of 2D semantic segmentation masks. The latter transforms these semantic masks into a real image, adding a realistic texture to the human appearance. Without requiring additional 3D information, our model can learn 3D human representations with a photo-realistic controllable generation. Our experiments on the DeepFashion dataset show that 3D-SGAN significantly outperforms the most recent baselines.

Kangyeol Kim, Sunghyun Park, Jaeseong Lee, Sunghyo Chung, Junsoo Lee, Jaegul Choo

We present a novel Animation CelebHeads dataset (AnimeCeleb) to address an animation head reenactment. Different from previous animation head datasets, we utilize a 3D animation models as the controllable image samplers, which can provide a large amount of head images with their corresponding detailed pose annotations. To facilitate a data creation process, we build a semi-automatic pipeline leveraging an open 3D computer graphics software with a developed annotation system. After training with the AnimeCeleb, recent head reenactment models produce high-quality animation head reenactment results, which are not achievable with existing datasets. Furthermore, motivated by metaverse application, we propose a novel pose mapping method and architecture to tackle a cross-domain head reenactment task. During inference, a user can easily transfer one’s motion to an arbitrary animation head. Experiments demonstrate an usefulness of the AnimeCeleb to train animation head reenactment models, and the superiority of our cross-domain head reenactment model compared to state-of-the-art methods. Our dataset and code are available at \href{https://github.com/kangyeolk/AnimeCeleb}{\textit{this url}}.

Zhongang Cai, Daxuan Ren, Ailing Zeng, Zhengyu Lin, Tao Yu, Wenjia Wang, Xiangyu Fan, Yang Gao, Yifan Yu, Liang Pan 等

4D human sensing and modeling are fundamental tasks in vision and graphics with numerous applications. With the advances of new sensors and algorithms, there is an increasing demand for more versatile datasets. In this work, we contribute HuMMan, a large-scale multi-modal 4D human dataset with 1000 human subjects, 400k sequences and 60M frames. HuMMan has several appealing properties: 1) multi-modal data and annotations including color images, point clouds, keypoints, SMPL parameters, and textured meshes; 2) popular mobile device is included in the sensor suite; 3) a set of 500 actions, designed to cover fundamental movements; 4) multiple tasks such as action recognition, pose estimation, parametric human recovery, and textured mesh reconstruction are supported and evaluated. Extensive experiments on HuMMan voice the need for further study on challenges such as fine-grained action recognition, dynamic human mesh reconstruction, point cloud-based parametric human recovery, and cross-device domain gaps.

Akshat Dave, Yongyi Zhao, Ashok Veeraraghavan

Reconstructing an object’s geometry and appearance from multiple images, also known as inverse rendering, is a fundamental problem in computer graphics and vision. Inverse rendering is inherently ill-posed because the captured image is an intricate function of unknown lighting, material properties and scene geometry. Recent progress in representing scene through coordinate-based neural networks has facilitated inverse rendering resulting in impressive geometry reconstruction and novel-view synthesis. Our key insight is that polarization is a useful cue for neural inverse rendering as polarization strongly depends on surface normals and is distinct for diffuse and specular reflectance. With the advent of commodity on-chip polarization sensors, capturing polarization has become practical. We propose PANDORA, a polarimetric inverse rendering approach based on implicit neural representations. From multi-view polarization images of an object, PANDORA jointly extracts the object’s 3D geometry, separates the outgoing radiance into diffuse and specular and estimates the incident illumination. We show that PANDORA outperforms state-of-the-art radiance decomposition techniques. PANDORA outputs clean surface reconstructions free from texture artefacts, models strong specularities accurately and estimates illumination under practical unstructured scenarios.

Ahmed A. A. Osman, Timo Bolkart, Dimitrios Tzionas, Michael J. Black

Statistical 3D shape models of the head, hands, and full body are widely used in computer vision and graphics. Despite their wide use, we show that existing models of the head and hands fail to capture the full range of motion for these parts. Moreover, existing work largely ignores the feet, which are crucial for modeling human movement and have applications in biomechanics, animation, and the footwear industry. The problem is that previous body part models are trained using 3D scans that are isolated to the individual parts. Such data does not capture the full range of motion for such parts, e.g. the motion of head relative to the neck. Our observation is that full-body scans provide important information about the motion of the body parts. Consequently, we propose a new learning scheme that jointly trains a full-body model and specific part models using a federated dataset of full-body and body-part scans. Specifically, we train an expressive human body model called SUPR (Sparse Unified Part-Based Representation), where each joint strictly influences a sparse set of model vertices. The factorized representation enables separating SUPR into an entire suite of body part models: an expressive head (SUPR-Head), an articulated hand (SUPR-Hand), and a novel foot (SUPR-Foot). Note that feet have received little attention and existing 3D body models have highly under-actuated feet. Using novel 4D scans of feet, we train a model with an extended kinematic tree that captures the range of motion of the toes. Additionally, feet deform due to ground contact. To model this, we include a novel non-linear deformation function that predicts foot deformation conditioned on the foot pose, shape, and ground contact. We train SUPR on an unprecedented number of scans: 1.2 million body, head, hand and foot scans. We quantitatively compare SUPR and the separate body parts to existing expressive human body models and body-part models and find that our suite of models generalizes better and captures the body parts’ full range of motion. SUPR is publicly available for research purposes.

Weng Fei Low, Gim Hee Lee

Explicit neural surface representations allow for exact and efficient extraction of the encoded surface at arbitrary precision, as well as analytic derivation of differential geometric properties such as surface normal and curvature. Such desirable properties, which are absent in its implicit counterpart, makes it ideal for various applications in computer vision, graphics and robotics. However, SOTA works are limited in terms of the topology it can effectively describe, distortion it introduces to reconstruct complex surfaces and model efficiency. In this work, we present Minimal Neural Atlas, a novel atlas-based explicit neural surface representation. At its core is a fully learnable parametric domain, given by an implicit probabilistic occupancy field defined on an open square of the parametric space. In contrast, prior works generally predefine the parametric domain. The added flexibility enables charts to admit arbitrary topology and boundary. Thus, our representation can learn a minimal atlas of 3 charts with distortion-minimal parameterization for surfaces of arbitrary topology, including closed and open surfaces with arbitrary connected components. Our experiments support the hypotheses and show that our reconstructions are more accurate in terms of the overall geometry, due to the separation of concerns on topology and geometry.