344 research outputs found
Greedy Algorithms for Cone Constrained Optimization with Convergence Guarantees
Greedy optimization methods such as Matching Pursuit (MP) and Frank-Wolfe
(FW) algorithms regained popularity in recent years due to their simplicity,
effectiveness and theoretical guarantees. MP and FW address optimization over
the linear span and the convex hull of a set of atoms, respectively. In this
paper, we consider the intermediate case of optimization over the convex cone,
parametrized as the conic hull of a generic atom set, leading to the first
principled definitions of non-negative MP algorithms for which we give explicit
convergence rates and demonstrate excellent empirical performance. In
particular, we derive sublinear () convergence on general
smooth and convex objectives, and linear convergence () on
strongly convex objectives, in both cases for general sets of atoms.
Furthermore, we establish a clear correspondence of our algorithms to known
algorithms from the MP and FW literature. Our novel algorithms and analyses
target general atom sets and general objective functions, and hence are
directly applicable to a large variety of learning settings.Comment: NIPS 201
An Approximate Shapley-Folkman Theorem
The Shapley-Folkman theorem shows that Minkowski averages of uniformly
bounded sets tend to be convex when the number of terms in the sum becomes much
larger than the ambient dimension. In optimization, Aubin and Ekeland [1976]
show that this produces an a priori bound on the duality gap of separable
nonconvex optimization problems involving finite sums. This bound is highly
conservative and depends on unstable quantities, and we relax it in several
directions to show that non convexity can have a much milder impact on finite
sum minimization problems such as empirical risk minimization and multi-task
classification. As a byproduct, we show a new version of Maurey's classical
approximate Carath\'eodory lemma where we sample a significant fraction of the
coefficients, without replacement, as well as a result on sampling constraints
using an approximate Helly theorem, both of independent interest.Comment: Added constraint sampling result, simplified sampling results,
reformat, et
Exploring Large Feature Spaces with Hierarchical Multiple Kernel Learning
For supervised and unsupervised learning, positive definite kernels allow to
use large and potentially infinite dimensional feature spaces with a
computational cost that only depends on the number of observations. This is
usually done through the penalization of predictor functions by Euclidean or
Hilbertian norms. In this paper, we explore penalizing by sparsity-inducing
norms such as the l1-norm or the block l1-norm. We assume that the kernel
decomposes into a large sum of individual basis kernels which can be embedded
in a directed acyclic graph; we show that it is then possible to perform kernel
selection through a hierarchical multiple kernel learning framework, in
polynomial time in the number of selected kernels. This framework is naturally
applied to non linear variable selection; our extensive simulations on
synthetic datasets and datasets from the UCI repository show that efficiently
exploring the large feature space through sparsity-inducing norms leads to
state-of-the-art predictive performance
Accelerated volumetric reconstruction from uncalibrated camera views
While both work with images, computer graphics and computer vision are inverse problems. Computer graphics starts traditionally with input geometric models and produces image sequences. Computer vision starts with input image sequences and produces geometric models. In the last few years, there has been a convergence of research to bridge the gap between the two fields.
This convergence has produced a new field called Image-based Rendering and Modeling (IBMR). IBMR represents the effort of using the geometric information recovered from real images to generate new images with the hope that the synthesized
ones appear photorealistic, as well as reducing the time spent on model creation.
In this dissertation, the capturing, geometric and photometric aspects of an IBMR system are studied. A versatile framework was developed that enables the reconstruction of scenes from images acquired with a handheld digital camera. The proposed system targets applications in areas such as Computer Gaming and Virtual Reality, from a lowcost perspective. In the spirit of IBMR, the human operator is allowed to provide the high-level information, while underlying algorithms are used to perform low-level computational work. Conforming to the latest architecture trends, we propose a streaming voxel carving method, allowing a fast GPU-based processing on commodity hardware
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