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William F. Whitney

dblp:160/8671 · also Will Whitney, William Whitney 0001 · DBLP profile ↗
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8ranked-venue papers
2as first author
6since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 8 · 2 first-author · 6 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
7 papers
3D vision · 35% Reinforcement learning · 30% Deep learning architectures and training · 19%
Computer graphics and multimedia
4 papers
Computer animation and physical simulation · 77% Geometric modeling and processing · 17% Rendering · 6%

Topics — the 23 heaviest of 25, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
rigid body simulation
1.422024
Learning rigid-body simulators over implicit shapes for large-scale scenes and vision · NeurIPS 2024
Learning rigid dynamics with face interaction graph networks · ICLR 2023
Machine learning › Graph learning › graph neural network
graph transformer
0.912025
Linear Transformer Topological Masking with Graph Random Features · ICLR 2025
Machine learning › Deep learning architectures and training › attention mechanism › efficient attention
linear attention
0.912025
Linear Transformer Topological Masking with Graph Random Features · ICLR 2025
Machine learning › Deep learning architectures and training
transformer
0.912025
Linear Transformer Topological Masking with Graph Random Features · ICLR 2025
Computer vision › 3D vision › 3d scene reconstruction
dynamic 3d scene reconstruction
0.812024
Learning 3D Particle-based Simulators from RGB-D Videos · ICLR 2024
Computer vision › 3D vision › 3d shape representation
implicit function
0.812024
Learning rigid-body simulators over implicit shapes for large-scale scenes and vision · NeurIPS 2024
Computer vision › 3D vision › 3d scene modeling › scene representation
neural scene representation
0.812024
Learning 3D Particle-based Simulators from RGB-D Videos · ICLR 2024
Computer vision › 3D vision › 3d shape representation › implicit surface representation
signed distance function
0.812024
Learning rigid-body simulators over implicit shapes for large-scale scenes and vision · NeurIPS 2024
Computer animation and physical simulation › data-driven simulation
neural simulation
0.812024
Learning 3D Particle-based Simulators from RGB-D Videos · ICLR 2024
Computer animation and physical simulation
particle-based simulation
0.812024
Learning 3D Particle-based Simulators from RGB-D Videos · ICLR 2024
Machine learning › Reinforcement learning
actor-critic methods
0.512021
Offline RL Without Off-Policy Evaluation · NeurIPS 2021
Machine learning › Reinforcement learning › bandit
contextual bandit
0.512021
Offline Contextual Bandits with Overparameterized Models · ICML 2021
Machine learning › Reinforcement learning › bandit › contextual bandit
offline contextual bandit
0.512021
Offline Contextual Bandits with Overparameterized Models · ICML 2021
Machine learning › Reinforcement learning
offline reinforcement learning
0.512021
Offline RL Without Off-Policy Evaluation · NeurIPS 2021
Machine learning › Reinforcement learning
policy optimization
0.512021
Offline RL Without Off-Policy Evaluation · NeurIPS 2021
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
0.212024
Learning 3D Particle-based Simulators from RGB-D Videos · ICLR 2024
Machine learning › Representation and self-supervised learning › representation learning
disentangled representation learning
0.212015
Deep Convolutional Inverse Graphics Network · NIPS 2015
Computer vision › 3D vision
inverse rendering
0.212015
Deep Convolutional Inverse Graphics Network · NIPS 2015
Rendering
inverse rendering
0.212015
Deep Convolutional Inverse Graphics Network · NIPS 2015
Machine learning › Reinforcement learning
off-policy evaluation
0.112021
Offline RL Without Off-Policy Evaluation · NeurIPS 2021
Machine learning › Learning theory
over-parameterization
0.112021
Offline Contextual Bandits with Overparameterized Models · ICML 2021
Machine learning › Reinforcement learning
representation learning for control
0.112020
Dynamics-Aware Embeddings · ICLR 2020
Machine learning › Generative modeling
variational autoencoder
0.112015
Deep Convolutional Inverse Graphics Network · NIPS 2015

Methods — techniques the papers use, named apart from their topics

graph neural network · 3.0signed distance function · 1.5neural radiance field · 1.5differentiable rendering · 1.5graph random features · 0.9graph network · 0.7value-based learning · 0.5regularized policy improvement · 0.5policy-based learning · 0.5neural network · 0.5constrained policy improvement · 0.5stochastic gradient variational bayes · 0.2deconvolution · 0.2
YearPublicationVenuePosition
2025 Linear Transformer Topological Masking with Graph Random Features
abstract
When training transformers on graph-structured data, incorporating information about the underlying topology is crucial for good performance. Topological masking, a type of relative position encoding, achieves this by upweighting or downweighting attention depending on the relationship between the query and keys in the graph. In this paper, we propose to parameterise topological masks as a learnable function of a weighted adjacency matrix -- a novel, flexible approach which incorporates a strong structural inductive bias. By approximating this mask with graph random features (for which we prove the first known concentration bounds), we show how this can be made fully compatible with linear attention, preserving $\mathcal{O}(N)$ time and space complexity with respect to the number of input tokens. The fastest previous alternative was $\mathcal{O}(N \log N)$ and only suitable for specific graphs. Our efficient masking algorithms provide strong performance gains for image and point cloud data, including with $>30$k nodes.
Isaac Reid, Avinava Dubey, Deepali Jain, William F. Whitney, Amr Ahmed 0001, Joshua Ainslie, Alex Bewley, Mithun George Jacob, Aranyak Mehta, David Rendleman, Connor Schenck, Richard E. Turner, René Wagner, Adrian Weller, Krzysztof Choromanski
ICLR4
2024 Learning 3D Particle-based Simulators from RGB-D Videos
abstract
Realistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known "sim-to-real" gap in robotics. Learned simulators have emerged as an alternative for better capturing real-world physical dynamics, but require access to privileged ground truth physics information such as precise object geometry or particle tracks. Here we propose a method for learning simulators directly from observations. Visual Particle Dynamics (VPD) jointly learns a latent particle-based representation of 3D scenes, a neural simulator of the latent particle dynamics, and a renderer that can produce images of the scene from arbitrary views. VPD learns end to end from posed RGB-D videos and does not require access to privileged information. Unlike existing 2D video prediction models, we show that VPD's 3D structure enables scene editing and long-term predictions. These results pave the way for downstream applications ranging from video editing to robotic planning.
William F. Whitney, Tatiana Lopez-Guevara, Tobias Pfaff, Yulia Rubanova, Thomas Kipf, Kimberly L. Stachenfeld, Kelsey R. Allen
ICLR1
2024 Learning rigid-body simulators over implicit shapes for large-scale scenes and vision
abstract
Simulating large scenes with many rigid objects is crucial for a variety of applications, such as robotics, engineering, film and video games. Rigid interactions are notoriously hard to model: small changes to the initial state or the simulation parameters can lead to large changes in the final state. Recently, learned simulators based on graph networks (GNNs) were developed as an alternative to hand-designed simulators like MuJoCo and Bullet. They are able to accurately capture dynamics of real objects directly from real-world observations. However, current state-of-the-art learned simulators operate on meshes and scale poorly to scenes with many objects or detailed shapes. Here we present SDF-Sim, the first learned rigid-body simulator designed for scale. We use learned signed-distance functions (SDFs) to represent the object shapes and to speed up distance computation. We design the simulator to leverage SDFs and avoid the fundamental bottleneck of the previous simulators associated with collision detection. For the first time in literature, we demonstrate that we can scale the GNN-based simulators to scenes with hundreds of objects and up to 1.1 million nodes, where mesh-based approaches run out of memory. Finally, we show that SDF-Sim can be applied to real world scenes by extracting SDFs from multi-view images.
Yulia Rubanova, Tatiana Lopez-Guevara, Kelsey R. Allen, William F. Whitney, Kimberly L. Stachenfeld, Tobias Pfaff
NeurIPS4
2023 Learning rigid dynamics with face interaction graph networks
Kelsey R. Allen, Yulia Rubanova, Tatiana Lopez-Guevara, William F. Whitney, Alvaro Sanchez-Gonzalez, Peter W. Battaglia, Tobias Pfaff
ICLR4
2021 Offline Contextual Bandits with Overparameterized Models
abstract
Recent results in supervised learning suggest that while overparameterized models have the capacity to overfit, they in fact generalize quite well. We ask whether the same phenomenon occurs for offline contextual bandits. Our results are mixed. Value-based algorithms benefit from the same generalization behavior as overparameterized supervised learning, but policy-based algorithms do not. We show that this discrepancy is due to the \emph{action-stability} of their objectives. An objective is action-stable if there exists a prediction (action-value vector or action distribution) which is optimal no matter which action is observed. While value-based objectives are action-stable, policy-based objectives are unstable. We formally prove upper bounds on the regret of overparameterized value-based learning and lower bounds on the regret for policy-based algorithms. In our experiments with large neural networks, this gap between action-stable value-based objectives and unstable policy-based objectives leads to significant performance differences.
David Brandfonbrener, William F. Whitney, Rajesh Ranganath, Joan Bruna
ICML2
2021 Offline RL Without Off-Policy Evaluation
abstract
Most prior approaches to offline reinforcement learning (RL) have taken an iterative actor-critic approach involving off-policy evaluation. In this paper we show that simply doing one step of constrained/regularized policy improvement using an on-policy Q estimate of the behavior policy performs surprisingly well. This one-step algorithm beats the previously reported results of iterative algorithms on a large portion of the D4RL benchmark. The one-step baseline achieves this strong performance while being notably simpler and more robust to hyperparameters than previously proposed iterative algorithms. We argue that the relatively poor performance of iterative approaches is a result of the high variance inherent in doing off-policy evaluation and magnified by the repeated optimization of policies against those estimates. In addition, we hypothesize that the strong performance of the one-step algorithm is due to a combination of favorable structure in the environment and behavior policy.
David Brandfonbrener, William F. Whitney, Rajesh Ranganath, Joan Bruna
NeurIPS2
2020 Dynamics-Aware Embeddings
William F. Whitney, Rajat Agarwal, Kyunghyun Cho, Abhinav Gupta 0001
ICLR1
2015 Deep Convolutional Inverse Graphics Network
abstract
This paper presents the Deep Convolution Inverse Graphics Network (DC-IGN), a model that aims to learn an interpretable representation of images, disentangled with respect to three-dimensional scene structure and viewing transformations such as depth rotations and lighting variations. The DC-IGN model is composed of multiple layers of convolution and de-convolution operators and is trained using the Stochastic Gradient Variational Bayes (SGVB) algorithm. We propose a training procedure to encourage neurons in the graphics code layer to represent a specific transformation (e.g. pose or light). Given a single input image, our model can generate new images of the same object with variations in pose and lighting. We present qualitative and quantitative tests of the model's efficacy at learning a 3D rendering engine for varied object classes including faces and chairs.
Tejas D. Kulkarni, William F. Whitney, Pushmeet Kohli, Josh Tenenbaum
NIPS2