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A Flexible Framework for Designing Trainable Priors with Adaptive Smoothing and Game Encoding Inria

Neural Information Processing Systems

We introduce a general framework for designing and training neural network layers whose forward passes can be interpreted as solving non-smooth convex optimization problems, and whose architectures are derived from an optimization algorithm. We focus on convex games, solved by local agents represented by the nodes of a graph and interacting through regularization functions. This approach is appealing for solving imaging problems, as it allows the use of classical image priors within deep models that are trainable end to end. The priors used in this presentation include variants of total variation, Laplacian regularization, bilateral filtering, sparse coding on learned dictionaries, and non-local self similarities. Our models are fully interpretable as well as parameter and data efficient. Our experiments demonstrate their effectiveness on a large diversity of tasks ranging from image denoising and compressed sensing for fMRI to dense stereo matching.


Efficient LLM Pretraining and Inference with Unlimited Context Length

Neural Information Processing Systems

The quadratic complexity and weak length extrapolation of Transformers limits their ability to scale to long sequences, and while sub-quadratic solutions like linear attention and state space models exist, they empirically underperform Transformers in pretraining efficiency and downstream task accuracy.


Group and Shuffle: Efficient Structured Orthogonal Parametrization

Neural Information Processing Systems

The increasing size of neural networks has led to a growing demand for methods of efficient fine-tuning. Recently, an orthogonal fine-tuning paradigm was introduced that uses orthogonal matrices for adapting the weights of a pretrained model. In this paper, we introduce a new class of structured matrices, which unifies and generalizes structured classes from previous works. We examine properties of this class and build a structured orthogonal parametrization upon it. We then use this parametrization to modify the orthogonal fine-tuning framework, improving parameter and computational efficiency.


Factorized Diffusion Architectures for Unsupervised Image Generation and Segmentation

Neural Information Processing Systems

We develop a neural network architecture which, trained in an unsupervised manner as a denoising diffusion model, simultaneously learns to both generate and segment images. Learning is driven entirely by the denoising diffusion objective, without any annotation or prior knowledge about regions during training. A computational bottleneck, built into the neural architecture, encourages the denoising network to partition an input into regions, denoise them in parallel, and combine the results. Our trained model generates both synthetic images and, by simple examination of its internal predicted partitions, semantic segmentations of those images. Without fine-tuning, we directly apply our unsupervised model to the downstream task of segmenting real images via noising and subsequently denoising them. Experiments demonstrate that our model achieves accurate unsupervised image segmentation and high-quality synthetic image generation across multiple datasets.


HDR-GS: Efficient High Dynamic Range Novel View Synthesis at 1000x Speed via Gaussian Splatting

Neural Information Processing Systems

High dynamic range (HDR) novel view synthesis (NVS) aims to create photorealistic images from novel viewpoints using HDR imaging techniques. The rendered HDR images capture a wider range of brightness levels containing more details of the scene than normal low dynamic range (LDR) images. Existing HDR NVS methods are mainly based on NeRF. They suffer from long training time and slow inference speed. In this paper, we propose a new framework, High Dynamic Range Gaussian Splatting (HDR-GS), which can efficiently render novel HDR views and reconstruct LDR images with a user input exposure time. Specifically, we design a Dual Dynamic Range (DDR) Gaussian point cloud model that uses spherical harmonics to fit HDR color and employs an MLP-based tone-mapper to render LDR color. The HDR and LDR colors are then fed into two Parallel Differentiable Rasterization (PDR) processes to reconstruct HDR and LDR views. To establish the data foundation for the research of 3D Gaussian splatting-based methods in HDR NVS, we recalibrate the camera parameters and compute the initial positions for Gaussian point clouds. Comprehensive experiments show that HDR-GS surpasses the state-of-the-art NeRF-based method by 3.84 and 1.91 dB on LDR and HDR NVS while enjoying 1000 inference speed and only costing 6.3% training time.


Forget About the LiDAR: Self-Supervised Depth Estimators with MED Probability Volumes

Neural Information Processing Systems

Self-supervised depth estimators have recently shown results comparable to the supervised methods on the challenging single image depth estimation (SIDE) task, by exploiting the geometrical relations between target and reference views in the training data. However, previous methods usually learn forward or backward image synthesis, but not depth estimation, as they cannot effectively neglect occlusions between the target and the reference images. Previous works rely on rigid photometric assumptions or on the SIDE network to infer depth and occlusions, resulting in limited performance. On the other hand, we propose a method to "Forget About the LiDAR" (FAL), with Mirrored Exponential Disparity (MED) probability volumes for the training of monocular depth estimators from stereo images. Our MED representation allows us to obtain geometrically inspired occlusion maps with our novel Mirrored Occlusion Module (MOM), which does not impose a learning burden on our FAL-net.


Faster Neighborhood Attention: Reducing the O(n) Cost of Self Attention at the Threadblock Level Ali Hassani 1, Wen-mei Hwu

Neural Information Processing Systems

Neighborhood attention reduces the cost of self attention by restricting each token's attention span to its nearest neighbors. This restriction, parameterized by a window size and dilation factor, draws a spectrum of possible attention patterns between linear projection and self attention. Neighborhood attention, and more generally sliding window attention patterns, have long been bounded by infrastructure, particularly in higher-rank spaces (2-D and 3-D), calling for the development of custom kernels, which have been limited in either functionality, or performance, if not both. In this work, we aim to massively improve upon existing infrastructure by providing two new methods for implementing neighborhood attention. We first show that neighborhood attention can be represented as a batched GEMM problem, similar to standard attention, and implement it for 1-D and 2-D neighborhood attention.


Improving the Training of Rectified Flows

Neural Information Processing Systems

One approach for tackling this problem is rectified flows, which iteratively learn smooth ODE paths that are less susceptible to truncation error. However, rectified flows still require a relatively large number of function evaluations (NFEs). In this work, we propose improved techniques for training rectified flows, allowing them to compete with knowledge distillation methods even in the low NFE setting.


TAP-Vid: A Benchmark for Tracking Any Point in a Video Carl Doersch Ankush Gupta

Neural Information Processing Systems

Generic motion understanding from video involves not only tracking objects, but also perceiving how their surfaces deform and move. This information is useful to make inferences about 3D shape, physical properties and object interactions. While the problem of tracking arbitrary physical points on surfaces over longer video clips has received some attention, no dataset or benchmark for evaluation existed, until now.


Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting Yang-Tian Sun

Neural Information Processing Systems

The recent advancements in 3D Gaussian splatting (3D-GS) have not only facilitated real-time rendering through modern GPU rasterization pipelines but have also attained state-of-the-art rendering quality. Nevertheless, despite its exceptional rendering quality and performance on standard datasets, 3D-GS frequently encounters difficulties in accurately modeling specular and anisotropic components. This issue stems from the limited ability of spherical harmonics (SH) to represent high-frequency information. To overcome this challenge, we introduce Spec-Gaussian, an approach that utilizes an anisotropic spherical Gaussian (ASG) appearance field instead of SH for modeling the view-dependent appearance of each 3D Gaussian. Additionally, we have developed a coarse-to-fine training strategy to improve learning efficiency and eliminate floaters caused by overfitting in real-world scenes. Our experimental results demonstrate that our method surpasses existing approaches in terms of rendering quality. Thanks to ASG, we have significantly improved the ability of 3D-GS to model scenes with specular and anisotropic components without increasing the number of 3D Gaussians. This improvement extends the applicability of 3D GS to handle intricate scenarios with specular and anisotropic surfaces.