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Marcin Kądziołka

Publications and source records attributed to Marcin Kądziołka.

2 recordsLinked to original sources

PALATE: Peculiar Application of the Law of Total Expectation to Enhance the Evaluation of Deep Generative Models

Deep generative models (DGMs) have caused a paradigm shift in the field of machine learning, yielding noteworthy advancements in domains such as image synthesis, natural language processing, and other related areas. However, a comprehensive evaluation of these models that effectively captures the interplay among fidelity, diversity, and novelty in generated samples remains a persistent challenge. A recently proposed approach, the Feature Likelihood Divergence (FLD), offers a theoretically grounded and practical tool in this regard but faces notable computational limitations. In this paper, we propose PALATE, a novel framework designed to enhance the evaluation of DGMs by addressing the efficiency constraints of FLD. Our approach is based on a peculiar application of the law of total expectation to random variables representing accessible data. When integrated with the MMD baseline metric and the recently introduced DINOv3 feature extractor, PALATE provides a comprehensive evaluation framework that matches or exceeds state-of-the-art methods while offering superior computational efficiency and scalability to large-scale datasets. Through a series of experiments, we demonstrate that the PALATE enhancement constitutes a practical and computationally efficient framework for holistic DGM assessment, particularly in detecting sample memorization and evaluating generalization capabilities. The source code is provided as supplementary material.

cs.LG↗

RaySplats: Ray Tracing based Gaussian Splatting

3D Gaussian Splatting (3DGS) is a process that enables the direct creation of 3D objects from 2D images. This representation offers numerous advantages, including rapid training and rendering. However, a significant limitation of 3DGS is the challenge of incorporating light and shadow reflections, primarily due to the utilization of rasterization rather than ray tracing for rendering. This paper introduces RaySplats, a model that employs ray-tracing based Gaussian Splatting. Rather than utilizing the projection of Gaussians, our method employs a ray-tracing mechanism, operating directly on Gaussian primitives represented by confidence ellipses with RGB colors. In practice, we compute the intersection between ellipses and rays to construct ray-tracing algorithms, facilitating the incorporation of meshes with Gaussian Splatting models and the addition of lights, shadows, and other related effects.

cs.CV↗