# Suchergebnis: Katalogdaten im Frühjahrssemester 2018

Informatik Master | ||||||

Vertiefungsfächer | ||||||

Vertiefung in Visual Computing | ||||||

Wahlfächer der Vertiefung in Visual Computing | ||||||

Nummer | Titel | Typ | ECTS | Umfang | Dozierende | |
---|---|---|---|---|---|---|

252-0526-00L | Statistical Learning Theory | W | 6 KP | 2V + 3P | J. M. Buhmann | |

Kurzbeschreibung | The course covers advanced methods of statistical learning : Statistical learning theory;variational methods and optimization, e.g., maximum entropy techniques, information bottleneck, deterministic and simulated annealing; clustering for vectorial, histogram and relational data; model selection; graphical models. | |||||

Lernziel | The course surveys recent methods of statistical learning. The fundamentals of machine learning as presented in the course "Introduction to Machine Learning" are expanded and in particular, the theory of statistical learning is discussed. | |||||

Inhalt | # Theory of estimators: How can we measure the quality of a statistical estimator? We already discussed bias and variance of estimators very briefly, but the interesting part is yet to come. # Variational methods and optimization: We consider optimization approaches for problems where the optimizer is a probability distribution. Concepts we will discuss in this context include: * Maximum Entropy * Information Bottleneck * Deterministic Annealing # Clustering: The problem of sorting data into groups without using training samples. This requires a definition of ``similarity'' between data points and adequate optimization procedures. # Model selection: We have already discussed how to fit a model to a data set in ML I, which usually involved adjusting model parameters for a given type of model. Model selection refers to the question of how complex the chosen model should be. As we already know, simple and complex models both have advantages and drawbacks alike. # Statistical physics models: approaches for large systems approximate optimization, which originate in the statistical physics (free energy minimization applied to spin glasses and other models); sampling methods based on these models | |||||

Skript | A draft of a script will be provided; transparencies of the lectures will be made available. | |||||

Literatur | Hastie, 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 / Besonderes | Requirements: knowledge of the Machine Learning course basic knowledge of statistics, interest in statistical methods. It is recommended that Introduction to Machine Learning (ML I) is taken first; but with a little extra effort Statistical Learning Theory can be followed without the introductory course. | |||||

252-0570-00L | Game Programming Laboratory Im Masterstudium können zusätzlich zu den Vertiefungsübergreifenden Fächern nur max. 10 Kreditpunkte über Laboratorien erarbeitet werden. Weitere Laboratorien werden auf dem Beiblatt aufgeführt. | W | 10 KP | 9P | B. Sumner | |

Kurzbeschreibung | Das 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. | |||||

Lernziel | Das Ziel dieses neuen Kurses ist es, die Studenten mit der Technologie und der Kunst des Programmierens von modernen dreidimensionalen Computerspielen vertraut zu machen. | |||||

Inhalt | Dies ist ein neuer 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. Anstelle von traditionellen 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. Wir planen das XNA Game Studio Express von Microsoft zu verwenden, 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 360 Konsole eingesetzt. Am Ende des Kurses werden die Resultate öffentlich präsentiert. | |||||

Skript | Online XNA Dokumentation. | |||||

Voraussetzungen / Besonderes | Die Anzahl der Teilnehmer wird begrenzt sein. 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. | |||||

252-0579-00L | 3D Vision | W | 4 KP | 3G | T. Sattler, M. R. Oswald | |

Kurzbeschreibung | The 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. | |||||

Lernziel | After 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. | |||||

Inhalt | The 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. | |||||

252-5706-00L | Mathematical Foundations of Computer Graphics and Vision | W | 4 KP | 2V + 1U | M. R. Oswald, C. Öztireli | |

Kurzbeschreibung | This 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. | |||||

Lernziel | The 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. | |||||

Inhalt | The 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. | |||||

263-3710-00L | Machine Perception Students, who have already taken 263-3700-00 User Interface Engineering are not allowed to register for this course! | W | 5 KP | 2V + 1U + 1A | O. Hilliges | |

Kurzbeschreibung | Recent developments in neural network (aka “deep learning”) have drastically advanced the performance of machine perception systems in a variety of areas including drones, self-driving cars and intelligent UIs. This course is a deep dive into details of the deep learning algorithms and architectures for a variety of perceptual tasks. | |||||

Lernziel | Students 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 motion. 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. | |||||

Inhalt | We will focus on teaching how to set up the problem of machine perception, the learning algorithms (e.g. backpropagation), practical engineering aspects as well as advanced deep learning algorithms including generative models. The course covers the following main areas: I) Machine-learning algorithms for input recognition, computer vision and image classification (human pose, object detection, gestures, etc.) II) Deep-learning models for the analysis of time-series data (temporal sequences of motion) III) Learning of generative models for synthesis and prediction of human activity. Specific topics include: • Deep learning basics: ○ Neural Networks and training (i.e., backpropagation) ○ Feedforward Networks ○ Recurrent Neural Networks • Deep Learning techniques user input recognition: ○ Convolutional Neural Networks for classification ○ Fully Convolutional architectures for dense per-pixel tasks (i.e., segmentation) ○ LSTMs & related for time series analysis ○ Generative Models (GANs, Variational Autoencoders) • Case studies from research in computer vision, HCI, robotics and signal processing | |||||

Literatur | Deep Learning Book by Ian Goodfellow and Yoshua Bengio | |||||

Voraussetzungen / Besonderes | This 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 is not meant as extensive tutorial of how to train deep networks with Tensorflow.. Please take note of the following conditions: 1) The number of participants is limited to 100 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: * "Machine Learning" * "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. | |||||

227-1034-00L | Computational 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: Link | W | 6 KP | 2V + 1U | D. Kiper, K. A. Martin | |

Kurzbeschreibung | This 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. | |||||

Lernziel | This 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. | |||||

Inhalt | This 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. | |||||

Literatur | Books: (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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