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Sublinear Time Orthogonal Tensor Decomposition

Neural Information Processing Systems

Their algorithm is based on computing sketches of the input tensor, which requires reading the entire input. We show in a number of cases one can achieve the same theoretical guarantees in sublinear time, i.e., even without reading most of the input tensor. Instead of using sketches to estimate inner products in tensor decomposition algorithms, we use importance sampling. To achieve sublinear time, we need to know the norms of tensor slices, and we show how to do this in a number of important cases. For symmetric tensors $ T = \sum_{i=1}^k \lambda_i u_i^{\otimes p}$ with $\lambda_i > 0$ for all i, we estimate such norms in sublinear time whenever p is even. For the important case of p = 3 and small values of k, we can also estimate such norms. For asymmetric tensors sublinear time is not possible in general, but we show if the tensor slice norms are just slightly below $\| T \|_F$ then sublinear time is again possible. One of the main strengths of our work is empirical - in a number of cases our algorithm is orders of magnitude faster than existing methods with the same accuracy.


SEGA: Variance Reduction via Gradient Sketching

Neural Information Processing Systems

We propose a novel randomized first order optimization method---SEGA (SkEtched GrAdient method)---which progressively throughout its iterations builds a variance-reduced estimate of the gradient from random linear measurements (sketches) of the gradient provided at each iteration by an oracle. In each iteration, SEGA updates the current estimate of the gradient through a sketch-and-project operation using the information provided by the latest sketch, and this is subsequently used to compute an unbiased estimate of the true gradient through a random relaxation procedure. This unbiased estimate is then used to perform a gradient step. Unlike standard subspace descent methods, such as coordinate descent, SEGA can be used for optimization problems with a non-separable proximal term. We provide a general convergence analysis and prove linear convergence for strongly convex objectives. In the special case of coordinate sketches, SEGA can be enhanced with various techniques such as importance sampling, minibatching and acceleration, and its rate is up to a small constant factor identical to the best-known rate of coordinate descent.


Visual Object Networks: Image Generation with Disentangled 3D Representations

Neural Information Processing Systems

Recent progress in deep generative models has led to tremendous breakthroughs in image generation. While being able to synthesize photorealistic images, existing models lack an understanding of our underlying 3D world. Different from previous works built on 2D datasets and models, we present a new generative model, Visual Object Networks (VONs), synthesizing natural images of objects with a disentangled 3D representation. Inspired by classic graphics rendering pipelines, we unravel the image formation process into three conditionally independent factors---shape, viewpoint, and texture---and present an end-to-end adversarial learning framework that jointly models 3D shape and 2D texture. Our model first learns to synthesize 3D shapes that are indistinguishable from real shapes. It then renders the object's 2.5D sketches (i.e., silhouette and depth map) from its shape under a sampled viewpoint. Finally, it learns to add realistic textures to these 2.5D sketches to generate realistic images. The VON not only generates images that are more realistic than the state-of-the-art 2D image synthesis methods but also enables many 3D operations such as changing the viewpoint of a generated image, shape and texture editing, linear interpolation in texture and shape space, and transferring appearance across different objects and viewpoints.