Search result: Catalogue data in Spring Semester 2018

Computer Science Master Information
Focus Courses
Focus Courses in Visual Computing
Focus Elective Courses Visual Computing
NumberTitleTypeECTSHoursLecturers
252-0526-00LStatistical Learning Theory Information W6 credits2V + 3PJ. M. Buhmann
AbstractThe 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.
ObjectiveThe 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.
Content# 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
Lecture notesA draft of a script will be provided;
transparencies of the lectures will be made available.
LiteratureHastie, 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
Prerequisites / NoticeRequirements:

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.
252-0570-00LGame Programming Laboratory Information
In the Master Programme max. 10 credits can be accounted by Labs on top of the Interfocus Courses. Additional Labs will be listed on the Addendum.
W10 credits9PB. Sumner
AbstractThe goal of this course is the in-depth understanding of the technology and programming underlying computer games. Students gradually design and develop a computer game in small groups and get acquainted with the art of game programming.
ObjectiveThe goal of this new course is to acquaint students with the
technology and art of programming modern three-dimensional computer
games.
ContentThis is a new course that addresses modern three-dimensional computer
game technology. During the course, small groups of students will
design and develop a computer game. Focus will be put on technical
aspects of game development, such as rendering, cinematography,
interaction, physics, animation, and AI. In addition, we will
cultivate creative thinking for advanced gameplay and visual effects.

The "laboratory" format involves a practical, hands-on approach with
neither traditional lectures nor exercises. Instead, we will meet
once a week to discuss technical issues and to track progress. We
plan to utilize Microsoft's XNA Game Studio Express, which is a
collection libraries and tools that facilitate game development.
While development will take place on PCs, we will ultimately deploy
our games on the XBox 360 console.

At the end of the course we will present our results to the public.
Lecture notesOnline XNA documentation.
Prerequisites / NoticeThe number of participants is limited.

Prerequisites include:

- good programming skills (Java, C++, C#, etc.)

- CG experience: Students should have taken, at a minimum, Visual
Computing. Higher level courses are recommended, such as Introduction
to Computer Graphics, Surface Representations and Geometric Modeling,
and Physically-based Simulation in Computer Graphics.
252-0579-00L3D Vision Information W4 credits3GT. Sattler, M. R. Oswald
AbstractThe 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.
ObjectiveAfter 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.
ContentThe 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 W4 credits2V + 1UM. R. Oswald, C. Öztireli
AbstractThis 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.
ObjectiveThe 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.
ContentThe 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 Restricted registration - show details
Students, who have already taken 263-3700-00 User Interface Engineering are not allowed to register for this course!
W5 credits2V + 1U + 1AO. Hilliges
AbstractRecent 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.
ObjectiveStudents 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.
ContentWe 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
LiteratureDeep Learning
Book by Ian Goodfellow and Yoshua Bengio
Prerequisites / NoticeThis 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.
227-1034-00LComputational Vision (University of Zurich) Information
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 credits2V + 1UD. Kiper, K. A. Martin
AbstractThis 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.
ObjectiveThis 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.
ContentThis 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.
LiteratureBooks: (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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