1,149 research outputs found
A Systematic Survey of Regularization and Normalization in GANs
Generative Adversarial Networks (GANs) have been widely applied in different
scenarios thanks to the development of deep neural networks. The original GAN
was proposed based on the non-parametric assumption of the infinite capacity of
networks. However, it is still unknown whether GANs can generate realistic
samples without any prior information. Due to the overconfident assumption,
many issues remain unaddressed in GANs' training, such as non-convergence, mode
collapses, gradient vanishing. Regularization and normalization are common
methods of introducing prior information to stabilize training and improve
discrimination. Although a handful number of regularization and normalization
methods have been proposed for GANs, to the best of our knowledge, there exists
no comprehensive survey which primarily focuses on objectives and development
of these methods, apart from some in-comprehensive and limited scope studies.
In this work, we conduct a comprehensive survey on the regularization and
normalization techniques from different perspectives of GANs training. First,
we systematically describe different perspectives of GANs training and thus
obtain the different objectives of regularization and normalization. Based on
these objectives, we propose a new taxonomy. Furthermore, we compare the
performance of the mainstream methods on different datasets and investigate the
regularization and normalization techniques that have been frequently employed
in SOTA GANs. Finally, we highlight potential future directions of research in
this domain
RUSH: Robust Contrastive Learning via Randomized Smoothing
Recently, adversarial training has been incorporated in self-supervised
contrastive pre-training to augment label efficiency with exciting adversarial
robustness. However, the robustness came at a cost of expensive adversarial
training. In this paper, we show a surprising fact that contrastive
pre-training has an interesting yet implicit connection with robustness, and
such natural robustness in the pre trained representation enables us to design
a powerful robust algorithm against adversarial attacks, RUSH, that combines
the standard contrastive pre-training and randomized smoothing. It boosts both
standard accuracy and robust accuracy, and significantly reduces training costs
as compared with adversarial training. We use extensive empirical studies to
show that the proposed RUSH outperforms robust classifiers from adversarial
training, by a significant margin on common benchmarks (CIFAR-10, CIFAR-100,
and STL-10) under first-order attacks. In particular, under
-norm perturbations of size 8/255 PGD attack on CIFAR-10, our
model using ResNet-18 as backbone reached 77.8% robust accuracy and 87.9%
standard accuracy. Our work has an improvement of over 15% in robust accuracy
and a slight improvement in standard accuracy, compared to the
state-of-the-arts.Comment: 12 pages, 2 figure
Neural Assets: Volumetric Object Capture and Rendering for Interactive Environments
Creating realistic virtual assets is a time-consuming process: it usually
involves an artist designing the object, then spending a lot of effort on
tweaking its appearance. Intricate details and certain effects, such as
subsurface scattering, elude representation using real-time BRDFs, making it
impossible to fully capture the appearance of certain objects. Inspired by the
recent progress of neural rendering, we propose an approach for capturing
real-world objects in everyday environments faithfully and fast. We use a novel
neural representation to reconstruct volumetric effects, such as translucent
object parts, and preserve photorealistic object appearance. To support
real-time rendering without compromising rendering quality, our model uses a
grid of features and a small MLP decoder that is transpiled into efficient
shader code with interactive framerates. This leads to a seamless integration
of the proposed neural assets with existing mesh environments and objects.
Thanks to the use of standard shader code rendering is portable across many
existing hardware and software systems
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