pwc-archive/papers-with-abstracts huggingface dataset:
On the query complexity of sampling from non-log-concave distributions
Authors: Yuchen He, Chihao Zhang
Date: 2025-02-10 00:00:00

We study the problem of sampling from a $d$-dimensional distribution with density $p(x)\propto e^{-f(x)}$, which does not necessarily satisfy good isoperimetric conditions. Specifically, we show that for any $L,M$ satisfying $LM\ge d\ge 5$, $\epsilon\in \left(0,\frac{1}{32}\right)$, and any algorithm with query accesses to the value of $f(x)$ and $\nabla f(x)$, there exists an $L$-log-smooth distribution with second moment at most $M$ such that the algorithm requires $\left(\frac{LM}{d\epsilon}\right)^{\Omega(d)}$ queries to compute a sample whose distribution is within $\epsilon$ in total variation distance to the target distribution. We complement the lower bound with an algorithm requiring $\left(\frac{LM}{d\epsilon}\right)^{\mathcal{O}(d)}$ queries, thereby characterizing the tight (up to the constant in the exponent) query complexity for sampling from the family of non-log-concave distributions. Our results are in sharp contrast with the recent work of Huang et al. (COLT'24), where an algorithm with quasi-polynomial query complexity was proposed for sampling from a non-log-concave distribution when $M=\mathtt{poly}(d)$. Their algorithm works under the stronger condition that all distributions along the trajectory of the Ornstein-Uhlenbeck process, starting from the target distribution, are $\mathcal{O}(1)$-log-smooth. We investigate this condition and prove that it is strictly stronger than requiring the target distribution to be $\mathcal O(1)$-log-smooth. Additionally, we study this condition in the context of mixtures of Gaussians. Finally, we place our results within the broader theme of ``sampling versus optimization'', as studied in Ma et al. (PNAS'19). We show that for a wide range of parameters, sampling is strictly easier than optimization by a super-exponential factor in the dimension $d$.
Attainability of Two-Point Testing Rates for Finite-Sample Location Estimation
Authors: Spencer Compton, Gregory Valiant
Date: 2025-02-09 00:00:00

LeCam's two-point testing method yields perhaps the simplest lower bound for estimating the mean of a distribution: roughly, if it is impossible to well-distinguish a distribution centered at $\mu$ from the same distribution centered at $\mu+\Delta$, then it is impossible to estimate the mean by better than $\Delta/2$. It is setting-dependent whether or not a nearly matching upper bound is attainable. We study the conditions under which the two-point testing lower bound can be attained for univariate mean estimation; both in the setting of location estimation (where the distribution is known up to translation) and adaptive location estimation (unknown distribution). Roughly, we will say an estimate nearly attains the two-point testing lower bound if it incurs error that is at most polylogarithmically larger than the Hellinger modulus of continuity for $\tilde{\Omega}(n)$ samples. Adaptive location estimation is particularly interesting as some distributions admit much better guarantees than sub-Gaussian rates (e.g. $\operatorname{Unif}(\mu-1,\mu+1)$ permits error $\Theta(\frac{1}{n})$, while the sub-Gaussian rate is $\Theta(\frac{1}{\sqrt{n}})$), yet it is not obvious whether these rates may be adaptively attained by one unified approach. Our main result designs an algorithm that nearly attains the two-point testing rate for mixtures of symmetric, log-concave distributions with a common mean. Moreover, this algorithm runs in near-linear time and is parameter-free. In contrast, we show the two-point testing rate is not nearly attainable even for symmetric, unimodal distributions. We complement this with results for location estimation, showing the two-point testing rate is nearly attainable for unimodal distributions, but unattainable for symmetric distributions.
Pareto-Optimality, Smoothness, and Stochasticity in Learning-Augmented One-Max-Search
Authors: Ziyad Benomar, Lorenzo Croissant, Vianney Perchet, Spyros Angelopoulos
Date: 2025-02-08 00:00:00
Tasks: Decision Making

One-max search is a classic problem in online decision-making, in which a trader acts on a sequence of revealed prices and accepts one of them irrevocably to maximise its profit. The problem has been studied both in probabilistic and in worst-case settings, notably through competitive analysis, and more recently in learning-augmented settings in which the trader has access to a prediction on the sequence. However, existing approaches either lack smoothness, or do not achieve optimal worst-case guarantees: they do not attain the best possible trade-off between the consistency and the robustness of the algorithm. We close this gap by presenting the first algorithm that simultaneously achieves both of these important objectives. Furthermore, we show how to leverage the obtained smoothness to provide an analysis of one-max search in stochastic learning-augmented settings which capture randomness in both the observed prices and the prediction.
Online Bidding Algorithms with Strict Return on Spend (ROS) Constraint
Authors: Rahul Vaze, Abhishek Sinha
Date: 2025-02-08 00:00:00

Auto-bidding problem under a strict return-on-spend constraint (ROSC) is considered, where an algorithm has to make decisions about how much to bid for an ad slot depending on the revealed value, and the hidden allocation and payment function that describes the probability of winning the ad-slot depending on its bid. The objective of an algorithm is to maximize the expected utility (product of ad value and probability of winning the ad slot) summed across all time slots subject to the total expected payment being less than the total expected utility, called the ROSC. A (surprising) impossibility result is derived that shows that no online algorithm can achieve a sub-linear regret even when the value, allocation and payment function are drawn i.i.d. from an unknown distribution. The problem is non-trivial even when the revealed value remains constant across time slots, and an algorithm with regret guarantee that is optimal up to logarithmic factor is derived.
Approximating the total variation distance between spin systems
Authors: Weiming Feng, Hongyang Liu, Minji Yang
Date: 2025-02-08 00:00:00

Spin systems form an important class of undirected graphical models. For two Gibbs distributions $\mu$ and $\nu$ induced by two spin systems on the same graph $G = (V, E)$, we study the problem of approximating the total variation distance $d_{TV}(\mu,\nu)$ with an $\epsilon$-relative error. We propose a new reduction that connects the problem of approximating the TV-distance to sampling and approximate counting. Our applications include the hardcore model and the antiferromagnetic Ising model in the uniqueness regime, the ferromagnetic Ising model, and the general Ising model satisfying the spectral condition. Additionally, we explore the computational complexity of approximating the total variation distance $d_{TV}(\mu_S,\nu_S)$ between two marginal distributions on an arbitrary subset $S \subseteq V$. We prove that this problem remains hard even when both $\mu$ and $\nu$ admit polynomial-time sampling and approximate counting algorithms.
Unsupervised Particle Tracking with Neuromorphic Computing
Authors: Emanuele Coradin, Fabio Cufino, Muhammad Awais, Tommaso Dorigo, Enrico Lupi, Eleonora Porcu, Jinu Raj, Fredrik Sandin, Mia Tosi
Date: 2025-02-10 00:00:00

We study the application of a neural network architecture for identifying charged particle trajectories via unsupervised learning of delays and synaptic weights using a spike-time-dependent plasticity rule. In the considered model, the neurons receive time-encoded information on the position of particle hits in a tracking detector for a particle collider, modeled according to the geometry of the Compact Muon Solenoid Phase II detector. We show how a spiking neural network is capable of successfully identifying in a completely unsupervised way the signal left by charged particles in the presence of conspicuous noise from accidental or combinatorial hits. These results open the way to applications of neuromorphic computing to particle tracking, motivating further studies into its potential for real-time, low-power particle tracking in future high-energy physics experiments.
MatSwap: Light-aware material transfers in images
Authors: Ivan Lopes, Valentin Deschaintre, Yannick Hold-Geoffroy, Raoul de Charette
Date: 2025-02-11 00:00:00

We present MatSwap, a method to transfer materials to designated surfaces in an image photorealistically. Such a task is non-trivial due to the large entanglement of material appearance, geometry, and lighting in a photograph. In the literature, material editing methods typically rely on either cumbersome text engineering or extensive manual annotations requiring artist knowledge and 3D scene properties that are impractical to obtain. In contrast, we propose to directly learn the relationship between the input material -- as observed on a flat surface -- and its appearance within the scene, without the need for explicit UV mapping. To achieve this, we rely on a custom light- and geometry-aware diffusion model. We fine-tune a large-scale pre-trained text-to-image model for material transfer using our synthetic dataset, preserving its strong priors to ensure effective generalization to real images. As a result, our method seamlessly integrates a desired material into the target location in the photograph while retaining the identity of the scene. We evaluate our method on synthetic and real images and show that it compares favorably to recent work both qualitatively and quantitatively. We release our code and data on https://github.com/astra-vision/MatSwap
Pippo: High-Resolution Multi-View Humans from a Single Image
Authors: Yash Kant, Ethan Weber, Jin Kyu Kim, Rawal Khirodkar, Su Zhaoen, Julieta Martinez, Igor Gilitschenski, Shunsuke Saito, Timur Bagautdinov
Date: 2025-02-11 00:00:00
Proceeding: CVPR 2025 1

We present Pippo, a generative model capable of producing 1K resolution dense turnaround videos of a person from a single casually clicked photo. Pippo is a multi-view diffusion transformer and does not require any additional inputs - e.g., a fitted parametric model or camera parameters of the input image. We pre-train Pippo on 3B human images without captions, and conduct multi-view mid-training and post-training on studio captured humans. During mid-training, to quickly absorb the studio dataset, we denoise several (up to 48) views at low-resolution, and encode target cameras coarsely using a shallow MLP. During post-training, we denoise fewer views at high-resolution and use pixel-aligned controls (e.g., Spatial anchor and Plucker rays) to enable 3D consistent generations. At inference, we propose an attention biasing technique that allows Pippo to simultaneously generate greater than 5 times as many views as seen during training. Finally, we also introduce an improved metric to evaluate 3D consistency of multi-view generations, and show that Pippo outperforms existing works on multi-view human generation from a single image.
MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization
Authors: Rafał Tobiasz, Grzegorz Wilczyński, Marcin Mazur, Sławomir Tadeja, Przemysław Spurek
Date: 2025-02-11 00:00:00

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.
Parametric type design in the era of variable and color fonts
Authors: Santhosh Thottingal
Date: 2025-02-11 00:00:00

Parametric fonts are programatically defined fonts with variable parameters, pioneered by Donald Kunth with his MetaFont technology in the 1980s. While Donald Knuth's ideas in MetaFont and subsequently in MetaPost are often seen as legacy techniques from the pre-graphical user interface (GUI) era of type design, recent trends like variable fonts suggest a resurgence of certain principles. This paper explores a modern type design process built on parametric design principles, specifically using MetaPost. The author created two variable fonts with this method and released them under a free, open-source license. The paper details the methodology, workflow, and insights gained from this process.
Few-Shot Multi-Human Neural Rendering Using Geometry Constraints
Authors: Qian Li, Victoria Fernàndez Abrevaya, Franck Multon, Adnane Boukhayma
Date: 2025-02-11 00:00:00
Tasks: Neural Rendering

We present a method for recovering the shape and radiance of a scene consisting of multiple people given solely a few images. Multi-human scenes are complex due to additional occlusion and clutter. For single-human settings, existing approaches using implicit neural representations have achieved impressive results that deliver accurate geometry and appearance. However, it remains challenging to extend these methods for estimating multiple humans from sparse views. We propose a neural implicit reconstruction method that addresses the inherent challenges of this task through the following contributions: First, we propose to use geometry constraints by exploiting pre-computed meshes using a human body model (SMPL). Specifically, we regularize the signed distances using the SMPL mesh and leverage bounding boxes for improved rendering. Second, we propose a ray regularization scheme to minimize rendering inconsistencies, and a saturation regularization for robust optimization in variable illumination. Extensive experiments on both real and synthetic datasets demonstrate the benefits of our approach and show state-of-the-art performance against existing neural reconstruction methods.
PrismAvatar: Real-time animated 3D neural head avatars on edge devices
Authors: Prashant Raina, Felix Taubner, Mathieu Tuli, Eu Wern Teh, Kevin Ferreira
Date: 2025-02-10 00:00:00
Tasks: NeRF

We present PrismAvatar: a 3D head avatar model which is designed specifically to enable real-time animation and rendering on resource-constrained edge devices, while still enjoying the benefits of neural volumetric rendering at training time. By integrating a rigged prism lattice with a 3D morphable head model, we use a hybrid rendering model to simultaneously reconstruct a mesh-based head and a deformable NeRF model for regions not represented by the 3DMM. We then distill the deformable NeRF into a rigged mesh and neural textures, which can be animated and rendered efficiently within the constraints of the traditional triangle rendering pipeline. In addition to running at 60 fps with low memory usage on mobile devices, we find that our trained models have comparable quality to state-of-the-art 3D avatar models on desktop devices.
TANGLED: Generating 3D Hair Strands from Images with Arbitrary Styles and Viewpoints
Authors: Pengyu Long, Zijun Zhao, Min Ouyang, Qingcheng Zhao, Qixuan Zhang, Wei Yang, Lan Xu, Jingyi Yu
Date: 2025-02-10 00:00:00
Tasks: Diversity

Hairstyles are intricate and culturally significant with various geometries, textures, and structures. Existing text or image-guided generation methods fail to handle the richness and complexity of diverse styles. We present TANGLED, a novel approach for 3D hair strand generation that accommodates diverse image inputs across styles, viewpoints, and quantities of input views. TANGLED employs a three-step pipeline. First, our MultiHair Dataset provides 457 diverse hairstyles annotated with 74 attributes, emphasizing complex and culturally significant styles to improve model generalization. Second, we propose a diffusion framework conditioned on multi-view linearts that can capture topological cues (e.g., strand density and parting lines) while filtering out noise. By leveraging a latent diffusion model with cross-attention on lineart features, our method achieves flexible and robust 3D hair generation across diverse input conditions. Third, a parametric post-processing module enforces braid-specific constraints to maintain coherence in complex structures. This framework not only advances hairstyle realism and diversity but also enables culturally inclusive digital avatars and novel applications like sketch-based 3D strand editing for animation and augmented reality.
PyPotteryInk: One-Step Diffusion Model for Sketch to Publication-ready Archaeological Drawings
Authors: Lorenzo Cardarelli
Date: 2025-02-09 00:00:00

Archaeological pottery documentation traditionally requires a time-consuming manual process of converting pencil sketches into publication-ready inked drawings. I present PyPotteryInk, an open-source automated pipeline that transforms archaeological pottery sketches into standardised publication-ready drawings using a one-step diffusion model. Built on a modified img2img-turbo architecture, the system processes drawings in a single forward pass while preserving crucial morphological details and maintaining archaeologic documentation standards and analytical value. The model employs an efficient patch-based approach with dynamic overlap, enabling high-resolution output regardless of input drawing size. I demonstrate the effectiveness of the approach on a dataset of Italian protohistoric pottery drawings, where it successfully captures both fine details like decorative patterns and structural elements like vessel profiles or handling elements. Expert evaluation confirms that the generated drawings meet publication standards while significantly reducing processing time from hours to seconds per drawing. The model can be fine-tuned to adapt to different archaeological contexts with minimal training data, making it versatile across various pottery documentation styles. The pre-trained models, the Python library and comprehensive documentation are provided to facilitate adoption within the archaeological research community.
PINGS: Gaussian Splatting Meets Distance Fields within a Point-Based Implicit Neural Map
Authors: Yue Pan, Xingguang Zhong, Liren Jin, Louis Wiesmann, Marija Popović, Jens Behley, Cyrill Stachniss
Date: 2025-02-09 00:00:00

Robots require high-fidelity reconstructions of their environment for effective operation. Such scene representations should be both, geometrically accurate and photorealistic to support downstream tasks. While this can be achieved by building distance fields from range sensors and radiance fields from cameras, the scalable incremental mapping of both fields consistently and at the same time with high quality remains challenging. In this paper, we propose a novel map representation that unifies a continuous signed distance field and a Gaussian splatting radiance field within an elastic and compact point-based implicit neural map. By enforcing geometric consistency between these fields, we achieve mutual improvements by exploiting both modalities. We devise a LiDAR-visual SLAM system called PINGS using the proposed map representation and evaluate it on several challenging large-scale datasets. Experimental results demonstrate that PINGS can incrementally build globally consistent distance and radiance fields encoded with a compact set of neural points. Compared to the state-of-the-art methods, PINGS achieves superior photometric and geometric rendering at novel views by leveraging the constraints from the distance field. Furthermore, by utilizing dense photometric cues and multi-view consistency from the radiance field, PINGS produces more accurate distance fields, leading to improved odometry estimation and mesh reconstruction.
Rigid Body Adversarial Attacks
Authors: Aravind Ramakrishnan, David I. W. Levin, Alec Jacobson
Date: 2025-02-08 00:00:00
Tasks: Adversarial Attack

Due to their performance and simplicity, rigid body simulators are often used in applications where the objects of interest can considered very stiff. However, no material has infinite stiffness, which means there are potentially cases where the non-zero compliance of the seemingly rigid object can cause a significant difference between its trajectories when simulated in a rigid body or deformable simulator. Similarly to how adversarial attacks are developed against image classifiers, we propose an adversarial attack against rigid body simulators. In this adversarial attack, we solve an optimization problem to construct perceptually rigid adversarial objects that have the same collision geometry and moments of mass to a reference object, so that they behave identically in rigid body simulations but maximally different in more accurate deformable simulations. We demonstrate the validity of our method by comparing simulations of several examples in commercially available simulators.
AutoSketch: VLM-assisted Style-Aware Vector Sketch Completion
Authors: Hsiao-Yuan Chin, I-Chao Shen, Yi-Ting Chiu, Bing-Yu Chen
Date: 2025-02-07 00:00:00

The ability to automatically complete a partial sketch that depicts a complex scene, e.g., "a woman chatting with a man in the park", is very useful. However, existing sketch generation methods create sketches from scratch; they do not complete a partial sketch in the style of the original. To address this challenge, we introduce AutoSketch, a styleaware vector sketch completion method that accommodates diverse sketch styles. Our key observation is that the style descriptions of a sketch in natural language preserve the style during automatic sketch completion. Thus, we use a pretrained vision-language model (VLM) to describe the styles of the partial sketches in natural language and replicate these styles using newly generated strokes. We initially optimize the strokes to match an input prompt augmented by style descriptions extracted from the VLM. Such descriptions allow the method to establish a diffusion prior in close alignment with that of the partial sketch. Next, we utilize the VLM to generate an executable style adjustment code that adjusts the strokes to conform to the desired style. We compare our method with existing methods across various sketch styles and prompts, performed extensive ablation studies and qualitative and quantitative evaluations, and demonstrate that AutoSketch can support various sketch scenarios.