基于第一性原理推导出的白盒子深度网络 ReduNet: A White-box Deep Network from the Principle of Maximizing Rate Reduction

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2022-05-09 12:49:26

(从马毅老师的微博转载)
基于第一性原理推导出的白盒子深度网络《ReduNet: A White-box Deep Network from the Principle of Maximizing Rate Reduction》一百多页的论文,终于在Journal of Machine Learning Research(JMLR)上正式发表了:网页链接。 这篇论文从它的题目看就备受关注。文章主体投稿到去年在ICML‘21,引起不小争议:它在四个reviewers都一致同意接受的前提下被area chair给无端拒稿了。媒体都有报道。随后,它又几乎以最快速度被JMLR审稿和接受。当时,大家可能对这个新的框架的实用效果如何,存有疑义。我们目的完全在推导严密的数学原理,根本没有不太管什么SOTA不SOTA,即使在这个正式版本里,我们也没有放最好的调参结果。不过随后一系列的发展(包括CTRL等等)证明,正是这项工作,让我们找到了深度网络的目的和来源。现在看来,应该可以把分类与生成模型学习,把监督学习、无监督学习、以及连续学习都作为特例严格统一在同一组基本原理、同一个计算框架下。再没有什么Heuristics 和 Engineering Tricks。NeurIPS后应该会透露更多新进展(包括应用和理论方面)。我近一两年来关于这个题目也应邀做了将近50场次学术报告,包括上周在FAIR Yann LeCun组以及这个月底在ICASSP的大会开场报告。喜欢玩黑盒子的同学,可以继续掷骰子碰运气;只是我们要在原理引导的正确方向上,越走越远、越做越快了。

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OpenGL® ES™ is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL ES 3.0 Programming Guide, 2nd Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language. Table of Contents Chapter 1. Introduction to OpenGL ES 3.0 Chapter 2. Hello Triangle: An OpenGL ES 3.0 Example Chapter 3. An Introduction to EGL Chapter 4. Shaders and Programs Chapter 5. OpenGL ES Shading Language Chapter 6. Vertex Attributes, Vertex Arrays, and Buffer Objects Chapter 7. Primitive Assembly and Rasterization Chapter 8. Vertex Shaders Chapter 9. Texturing Chapter 10. Fragment Shaders Chapter 11. Fragment Operations Chapter 12. Framebuffer Objects Chapter 13. Sync Objects and Fences Chapter 14. Advanced Programming with OpenGL ES 3.0 Chapter 15. State Queries Chapter 16. OpenGL ES Platforms Appendix A. GL_HALF_FLOAT Appendix B. Built-In Functions Appendix C. ES Framework API Book Details Title: OpenGL ES 3.0 Programming Guide, 2nd Edition Author: Aaftab Munshi, Budirijanto Purnomo, Dan Ginsburg, Dave Shreiner Length: 560 pages Edition: 2 Language: English Publisher: Addison-Wesley Professional Publication Date: 2014-03-10 ISBN-10: 0321933885 ISBN-13: 9780321933881

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