Suchergebnis: Katalogdaten im Frühjahrssemester 2020

Cyber Security Master Information
Ergänzung
Visual Computing
Kernfächer
NummerTitelTypECTSUmfangDozierende
252-0538-00LShape Modeling and Geometry Processing Information W6 KP2V + 1U + 2AO. Sorkine Hornung
KurzbeschreibungThis course covers the fundamentals and some of the latest developments in geometric modeling and geometry processing. Topics include surface modeling based on point clouds and polygonal meshes, mesh generation, surface reconstruction, mesh fairing and parameterization, discrete differential geometry, interactive shape editing, topics in digital shape fabrication.
LernzielThe students will learn how to design, program and analyze algorithms and systems for interactive 3D shape modeling and geometry processing.
InhaltRecent advances in 3D geometry processing have created a plenitude of novel concepts for the mathematical representation and interactive manipulation of geometric models. This course covers the fundamentals and some of the latest developments in geometric modeling and geometry processing. Topics include surface modeling based on point clouds and triangle meshes, mesh generation, surface reconstruction, mesh fairing and parameterization, discrete differential geometry, interactive shape editing and digital shape fabrication.
SkriptSlides and course notes
Voraussetzungen / BesonderesPrerequisites:
Visual Computing, Computer Graphics or an equivalent class. Experience with C++ programming. Solid background in linear algebra and analysis. Some knowledge of differential geometry, computational geometry and numerical methods is helpful but not a strict requirement.
Wahlfächer
NummerTitelTypECTSUmfangDozierende
252-0526-00LStatistical Learning Theory Information W7 KP3V + 2U + 1AJ. M. Buhmann, C. Cotrini Jimenez
KurzbeschreibungThe course covers advanced methods of statistical learning:

- Variational methods and optimization.
- Deterministic annealing.
- Clustering for diverse types of data.
- Model validation by information theory.
LernzielThe course surveys recent methods of statistical learning. The fundamentals of machine learning, as presented in the courses "Introduction to Machine Learning" and "Advanced Machine Learning", are expanded from the perspective of statistical learning.
Inhalt- Variational methods and optimization. We consider optimization approaches for problems where the optimizer is a probability distribution. We will discuss concepts like maximum entropy, information bottleneck, and deterministic annealing.

- Clustering. This is the problem of sorting data into groups without using training samples. We discuss alternative notions of "similarity" between data points and adequate optimization procedures.

- Model selection and validation. This refers to the question of how complex the chosen model should be. In particular, we present an information theoretic approach for model validation.

- Statistical physics models. We discuss approaches for approximately optimizing large systems, which originate in statistical physics (free energy minimization applied to spin glasses and other models). We also study sampling methods based on these models.
SkriptA draft of a script will be provided. Lecture slides will be made available.
LiteraturHastie, Tibshirani, Friedman: The Elements of Statistical Learning, Springer, 2001.

L. Devroye, L. Gyorfi, and G. Lugosi: A probabilistic theory of pattern recognition. Springer, New York, 1996
Voraussetzungen / BesonderesKnowledge of machine learning (introduction to machine learning and/or advanced machine learning)
Basic knowledge of statistics.
252-0570-00LGame Programming Laboratory Information
Im Masterstudium können zusätzlich zu den Vertiefungsübergreifenden Fächern nur max. 10 Kreditpunkte über Laboratorien erarbeitet werden. Weitere Laboratorien werden auf dem Beiblatt aufgeführt.
W10 KP9PB. Sumner
KurzbeschreibungDas Ziel dieses Kurses ist ein vertieftes Verständnis der Technologie und der Programmierung von Computer-Spielen. Die Studierenden entwerfen und entwickeln in kleinen Gruppen ein Computer-Spiel und machen sich so vertraut mit der Kunst des Spiel-Programmierens.
LernzielDas Ziel dieses neuen Kurses ist es, die Studenten mit der Technologie und der Kunst des Programmierens von modernen dreidimensionalen Computerspielen vertraut zu machen.
InhaltDies ist ein Kurs, der auf die Technologie von modernen dreidimensionalen Computerspielen eingeht. Während des Kurses werden die Studenten in kleinen Gruppen ein Computerspiel entwerfen und entwickeln. Der Schwerpunkt des Kurses wird auf technischen Aspekten der Spielentwicklung wie Rendering, Kinematographie, Interaktion, Physik, Animation und KI liegen. Zusätzlich werden wir aber auch Wert auf kreative Ideen für fortgeschrittenes Gameplay und visuelle Effekte legen.

Der Kurs wird als Labor durchgeführt. Zusätzlich zu Vorträgen und Übungen wird der Kurs in einen praktischen, hands-on Ansatz durchgeführt. Wir treffen uns einmal wöchentlich um technische Aspekte zu besprechen und den Fortschritt der Entwicklung zu verfolgen. Für die Enwicklung verwenden wir MonoGames. Dies ist eine Ansammlung von Bibliotheken und Werkzeugen um die Spieleentwicklung zu erleichtern. Die Entwicklung wird zunächst auf dem PC stattfinden, das Spiel wird dann im weiteren Verlauf auf der Xbox One Konsole eingesetzt.

Am Ende des Kurses werden die Resultate öffentlich präsentiert.
SkriptGame Design Workshop: A Playcentric Approach to Creating Innovative Games by Tracy Fullerton
Voraussetzungen / BesonderesDie Anzahl der Teilnehmer ist begrenzt.

Voraussetzung für die Teilnahme sind:

- Gute Programmierkenntnisse (Java, C++, C#, o.ä.)

- Erfahrung in Computergrafik: Teilnehmer sollten mindestens die Vorlesung Visual Computing besucht haben. Wir empfehlen auch noch die weiterführenden Kurse Introduction to Computer Graphics, Surface Representations and Geometric Modeling, und Physically-based Simulation in Computer Graphics.
252-0579-00L3D Vision Information W5 KP3G + 1AM. Pollefeys, V. Larsson
KurzbeschreibungThe course covers camera models and calibration, feature tracking and matching, camera motion estimation via simultaneous localization and mapping (SLAM) and visual odometry (VO), epipolar and mult-view geometry, structure-from-motion, (multi-view) stereo, augmented reality, and image-based (re-)localization.
LernzielAfter attending this course, students will:
1. understand the core concepts for recovering 3D shape of objects and scenes from images and video.
2. be able to implement basic systems for vision-based robotics and simple virtual/augmented reality applications.
3. have a good overview over the current state-of-the art in 3D vision.
4. be able to critically analyze and asses current research in this area.
InhaltThe goal of this course is to teach the core techniques required for robotic and augmented reality applications: How to determine the motion of a camera and how to estimate the absolute position and orientation of a camera in the real world. This course will introduce the basic concepts of 3D Vision in the form of short lectures, followed by student presentations discussing the current state-of-the-art. The main focus of this course are student projects on 3D Vision topics, with an emphasis on robotic vision and virtual and augmented reality applications.
252-5706-00LMathematical Foundations of Computer Graphics and Vision Information W5 KP2V + 1U + 1AM. R. Oswald, C. Öztireli
KurzbeschreibungThis course presents the fundamental mathematical tools and concepts used in computer graphics and vision. Each theoretical topic is introduced in the context of practical vision or graphic problems, showcasing its importance in real-world applications.
LernzielThe main goal is to equip the students with the key mathematical tools necessary to understand state-of-the-art algorithms in vision and graphics. In addition to the theoretical part, the students will learn how to use these mathematical tools to solve a wide range of practical problems in visual computing. After successfully completing this course, the students will be able to apply these mathematical concepts and tools to practical industrial and academic projects in visual computing.
InhaltThe theory behind various mathematical concepts and tools will be introduced, and their practical utility will be showcased in diverse applications in computer graphics and vision. The course will cover topics in sampling, reconstruction, approximation, optimization, robust fitting, differentiation, quadrature and spectral methods. Applications will include 3D surface reconstruction, camera pose estimation, image editing, data projection, character animation, structure-aware geometry processing, and rendering.
263-3710-00LMachine Perception Information Belegung eingeschränkt - Details anzeigen
Number of participants limited to 200.
W5 KP2V + 1U + 1AO. Hilliges
KurzbeschreibungRecent developments in neural networks (aka “deep learning”) have drastically advanced the performance of machine perception systems in a variety of areas including computer vision, robotics, and intelligent UIs. This course is a deep dive into deep learning algorithms and architectures with applications to a variety of perceptual tasks.
LernzielStudents will learn about fundamental aspects of modern deep learning approaches for perception. Students will learn to implement, train and debug their own neural networks and gain a detailed understanding of cutting-edge research in learning-based computer vision, robotics and HCI. The final project assignment will involve training a complex neural network architecture and applying it on a real-world dataset of human activity.

The core competency acquired through this course is a solid foundation in deep-learning algorithms to process and interpret human input into computing systems. In particular, students should be able to develop systems that deal with the problem of recognizing people in images, detecting and describing body parts, inferring their spatial configuration, performing action/gesture recognition from still images or image sequences, also considering multi-modal data, among others.
InhaltWe will focus on teaching: how to set up the problem of machine perception, the learning algorithms, network architectures and advanced deep learning concepts in particular probabilistic deep learning models

The course covers the following main areas:
I) Foundations of deep-learning.
II) Probabilistic deep-learning for generative modelling of data (latent variable models, generative adversarial networks and auto-regressive models).
III) Deep learning in computer vision, human-computer interaction and robotics.

Specific topics include: 
I) Deep learning basics:
a) Neural Networks and training (i.e., backpropagation)
b) Feedforward Networks
c) Timeseries modelling (RNN, GRU, LSTM)
d) Convolutional Neural Networks for classification
II) Probabilistic Deep Learning:
a) Latent variable models (VAEs)
b) Generative adversarial networks (GANs)
c) Autoregressive models (PixelCNN, PixelRNN, TCNs)
III) Deep Learning techniques for machine perception:
a) Fully Convolutional architectures for dense per-pixel tasks (i.e., instance segmentation)
b) Pose estimation and other tasks involving human activity
c) Deep reinforcement learning
IV) Case studies from research in computer vision, HCI, robotics and signal processing
LiteraturDeep Learning
Book by Ian Goodfellow and Yoshua Bengio
Voraussetzungen / BesonderesThis is an advanced grad-level course that requires a background in machine learning. Students are expected to have a solid mathematical foundation, in particular in linear algebra, multivariate calculus, and probability. The course will focus on state-of-the-art research in deep-learning and will not repeat basics of machine learning

Please take note of the following conditions:
1) The number of participants is limited to 200 students (MSc and PhDs).
2) Students must have taken the exam in Machine Learning (252-0535-00) or have acquired equivalent knowledge
3) All practical exercises will require basic knowledge of Python and will use libraries such as TensorFlow, scikit-learn and scikit-image. We will provide introductions to TensorFlow and other libraries that are needed but will not provide introductions to basic programming or Python.

The following courses are strongly recommended as prerequisite:
* "Visual Computing" or "Computer Vision"

The course will be assessed by a final written examination in English. No course materials or electronic devices can be used during the examination. Note that the examination will be based on the contents of the lectures, the associated reading materials and the exercises.
263-5806-00LComputational Models of Motion for Character Animation and Robotics Information W6 KP2V + 2U + 1AS. Coros, M. Bächer, B. Thomaszewski
KurzbeschreibungThis course covers fundamentals of physics-based modelling and numerical optimization from the perspective of character animation and robotics applications. The methods discussed in class derive their theoretical underpinnings from applied mathematics, control theory and computational mechanics, and they will be richly illustrated using examples ranging from locomotion controllers and crowd simula
LernzielStudents will learn how to represent, model and algorithmically control the behavior of animated characters and real-life robots. The lectures are accompanied by programming assignments (written in C++) and a capstone project.
InhaltOptimal control and trajectory optimization; multibody systems; kinematics; forward and inverse dynamics; constrained and unconstrained numerical optimization; mass-spring models for crowd simulation; FEM; compliant systems; sim-to-real; robotic manipulation of elastically-deforming objects.
Voraussetzungen / BesonderesExperience with C++ programming, numerical linear algebra and multivariate calculus. Some background in physics-based modeling, kinematics and dynamics is helpful, but not necessary.
227-1034-00LComputational Vision (University of Zurich)
No enrolment to this course at ETH Zurich. Book the corresponding module directly at UZH.
UZH Module Code: INI402

Mind the enrolment deadlines at UZH:
https://www.uzh.ch/cmsssl/en/studies/application/mobilitaet.html
W6 KP2V + 1UD. Kiper
KurzbeschreibungThis course focuses on neural computations that underlie visual perception. We study how visual signals are processed in the retina, LGN and visual cortex. We study the morpholgy and functional architecture of cortical circuits responsible for pattern, motion, color, and three-dimensional vision.
LernzielThis course considers the operation of circuits in the process of neural computations. The evolution of neural systems will be considered to demonstrate how neural structures and mechanisms are optimised for energy capture, transduction, transmission and representation of information. Canonical brain circuits will be described as models for the analysis of sensory information. The concept of receptive fields will be introduced and their role in coding spatial and temporal information will be considered. The constraints of the bandwidth of neural channels and the mechanisms of normalization by neural circuits will be discussed.
The visual system will form the basis of case studies in the computation of form, depth, and motion. The role of multiple channels and collective computations for object recognition will
be considered. Coordinate transformations of space and time by cortical and subcortical mechanisms will be analysed. The means by which sensory and motor systems are integrated to allow for adaptive behaviour will be considered.
InhaltThis course considers the operation of circuits in the process of neural computations. The evolution of neural systems will be considered to demonstrate how neural structures and mechanisms are optimised for energy capture, transduction, transmission and representation of information. Canonical brain circuits will be described as models for the analysis of sensory information. The concept of receptive fields will be introduced and their role in coding spatial and temporal information will be considered. The constraints of the bandwidth of neural channels and the mechanisms of normalization by neural circuits will be discussed.
The visual system will form the basis of case studies in the computation of form, depth, and motion. The role of multiple channels and collective computations for object recognition will
be considered. Coordinate transformations of space and time by cortical and subcortical mechanisms will be analysed. The means by which sensory and motor systems are integrated to allow for adaptive behaviour will be considered.
LiteraturBooks: (recommended references, not required)
1. An Introduction to Natural Computation, D. Ballard (Bradford Books, MIT Press) 1997.
2. The Handbook of Brain Theorie and Neural Networks, M. Arbib (editor), (MIT Press) 1995.
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