Bayesian Reparameterization of Reward-Conditioned Reinforcement Learning with Energy-based Models

Recently, reward-conditioned reinforcement learning (RCRL) has gained popularity due to its simplicity, flexibility, and off-policy nature. However, we will show that current RCRL approaches are fundamentally limited and fail to address two critical challenges of RCRL – improving generalization on high reward-to-go (RTG) inputs, and avoiding out-of-distribution (OOD) RTG queries during testing time. To address these challenges when training vanilla RCRL architectures, we propose Bayesian Reparameterized RCRL (BR-RCRL), a novel set of inductive biases for RCRL inspired by Bayes’ theorem.

Refining Obstacle Perception Safety Zones via Maneuver-Based Decomposition

A critical task for developing safe autonomous driving stacks is to determine whether an obstacle is safety-critical, i.e., poses an imminent threat to the autonomous vehicle. Our previous work showed that Hamilton Jacobi reachability theory can be applied to compute interaction-dynamics-aware perception safety zones that better inform an ego vehicle’s perception module which obstacles are considered safety-critical.

Simon Cooksey

Investigating memory consistency models in hardware and in programming models.

Max Zhaoshuo Li

I am a Research Scientist at NVIDIA Research, working on improving AI's understanding of 3D. I received my PhD from Johns Hopkins University and my Bachelor's degree from the University of British Columbia. 

Jaesung Choe

Hi, I am Jaesung Choe. My research lies in 3D computer vision. Please visit my personal website! https://jaesung-choe.github.io/

Generative Novel View Synthesis with 3D-Aware Diffusion Models

We present a diffusion-based model for 3D-aware generative novel view synthesis from as few as a single input image. Our model samples from the distribution of possible renderings consistent with the input and, even in the presence of ambiguity, is capable of rendering diverse and plausible novel views. To achieve this, our method makes use of existing 2D diffusion backbones but, crucially, incorporates geometry priors in the form of a 3D feature volume.

Efficient Dataflow Modeling of Peripheral Encoding in the Human Visual System

Computer graphics seeks to deliver compelling images, generated within a computing budget, targeted at a specific display device, and ultimately viewed by an individual user. The foveated nature of human vision offers an opportunity to efficiently allocate computation and compression to appropriate areas of the viewer’s visual field, of particular importance with the rise of high-resolution and wide field-of-view display devices.

Legate Sparse: Distributed Sparse Computing in Python

The sparse module of the popular SciPy Python library is widely used across applications in scientific computing, data analysis and machine learning. The standard implementation of SciPy is restricted to a single CPU and cannot take advantage of modern distributed and accelerated computing resources. We introduce Legate Sparse, a system that transparently distributes and accelerates unmodified sparse matrix-based SciPy programs across clusters of CPUs and GPUs, and composes with cuNumeric, a distributed NumPy library.

MesoGAN: Generative Neural Reflectance Shells

We introduce MesoGAN, a model for generative 3D neural textures. This new graphics primitive represents mesoscale appearance by combining the strengths of generative adversarial networks (StyleGAN) and volumetric neural field rendering. The primitive can be applied to surfaces as a neural reflectance shell; a thin volumetric layer above the surface with appearance parameters defined by a neural network.