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Nasir Mohammad Khalid

dblp:334/7526 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2023
—ORCID · unresolved

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 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
1 paper
Deep learning architectures and training · 67% Learning theory · 33%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 50% Geometric modeling and processing · 50%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Learning theory
generalization
0.712023
Simulated Annealing in Early Layers Leads to Better Generalization · CVPR 2023
Machine learning › Deep learning architectures and training
iterative learning
0.712023
Simulated Annealing in Early Layers Leads to Better Generalization · CVPR 2023
Machine learning › Deep learning architectures and training › neural network training
layer-wise training
0.712023
Simulated Annealing in Early Layers Leads to Better Generalization · CVPR 2023
Visual content generation and editing › 3d content generation
text-to-3d generation
0.612022
CLIP-Mesh: Generating textured meshes from text using pretrained image-text models · SIGGRAPH Asia 2022
Geometric modeling and processing › mesh generation
textured mesh generation
0.612022
CLIP-Mesh: Generating textured meshes from text using pretrained image-text models · SIGGRAPH Asia 2022

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

simulated annealing · 0.7gradient descent · 0.7gradient ascent · 0.7image augmentation · 0.6differentiable rendering · 0.6CLIP · 0.6
YearPublicationVenuePosition
2023 Simulated Annealing in Early Layers Leads to Better Generalization
abstract
Recently, a number of iterative learning methods have been introduced to improve generalization. These typically rely on training for longer periods of time in exchange for improved generalization. LLF (later-layer-forgetting) is a state-of-the-art method in this category. It strengthens learning in early layers by periodically re-initializing the last few layers of the network. Our principal innovation in this work is to use Simulated annealing in EArly Layers (SEAL) of the network in place of re-initialization of later layers. Essentially, later layers go through the normal gradient descent process, while the early layers go through short stints of gradient ascent followed by gradient descent. Extensive experiments on the popular Tiny-ImageNet dataset benchmark and a series of transfer learning and few-shot learning tasks show that we outperform LLF by a significant margin. We further show that, compared to normal training, LLF features, although improving on the target task, degrade the transfer learning performance across all datasets we explored. In comparison, our method outperforms LLF across the same target datasets by a large margin. We also show that the prediction depth of our method is significantly lower than that of LLF and normal training, indicating on average better prediction performance.11The code to reproduce our results is publicly available at: https://github.com/amiiir-sarfi/SEAL
AmirMohammad Sarfi, Zahra Karimpour, Muawiz Chaudhary, Nasir Mohammad Khalid, Mirco Ravanelli, Sudhir P. Mudur, Eugene Belilovsky
CVPR4
2022 CLIP-Mesh: Generating textured meshes from text using pretrained image-text models
abstract
We present a technique for zero-shot generation of a 3D model using only a target text prompt. Without any 3D supervision our method deforms the control shape of a limit subdivided surface along with its texture map and normal map to obtain a 3D asset that corresponds to the input text prompt and can be easily deployed into games or modeling applications. We rely only on a pre-trained CLIP model that compares the input text prompt with differentiably rendered images of our 3D model. While previous works have focused on stylization or required training of generative models we perform optimization on mesh parameters directly to generate shape, texture or both. To constrain the optimization to produce plausible meshes and textures we introduce a number of techniques using image augmentations and the use of a pretrained prior that generates CLIP image embeddings given a text embedding.
Nasir Mohammad Khalid, Tianhao Xie, Eugene Belilovsky, Tiberiu Popa
SIGGRAPH Asia1