Explorative attacks: the attacker influences only the evaluation data.
The attempts to passively circumvent the learning mechanism to explore blind spots in the learner
… to craft intrusions so as to evade the classifier without direct influence over the classifier itself
Causative attacks: the attacker attempts to hack the training data as well.
In the following survey, an adversary is usually assumed to be explorative.
For an input $I_c\in \mathbb R^m$, find a small perturbation $\rho$ to force a classifier $\mathcal C$ to label $\ell$. ((Szegedy et al. 2014) $$ \min |\rho|, s.t.\mathcal C(I_c+\rho) = \ell $$
Another definition is to minimize the loss function on label $\ell$, with perturbation $\rho$ subject to some restriction. $$ \min_{\rho\in \Delta}\mathcal L(I_c +\rho, \ell) $$
An adversary may have access to some of the knowledges below:
Training dataset
The feature representation of a sample (a vector in the feature space)
Learning algorithm of the model (e.g. architecture of a neural network)
The whole trained model with parameters
Output of the learner
If an attack only requires input-output behavior of the model, it is referred to as a black box attack. (In some looser definition, the output of loss function is also accessible.)
Otherwise, it is a white box attack.
$$ \rho_c^* = \min_\rho c|\rho| + \mathcal L(I_c+\rho, \ell), s.t. I_c + \rho\in[0,1]^m $$
$$ |\phi(I_c) - \phi(I_c + \rho)||\leq L|r| $$
A linear and one-shot perturbation: $$ \rho = \epsilon \cdot sign(\nabla_x \mathcal L(\theta,x,y)) $$
In this paper, it is shown that:
The computational efficiency of one-shot perturbation enables adversarial training.
$$ I_\rho^{(i+1)} = Clip_\epsilon [I_\rho^{(i)} + \alpha sign(\nabla \mathcal L(\theta, I_\rho^{(i)}, \ell))] $$
$$ I_\rho^{(i+1)} = Clip_\epsilon[I_\rho^{(i)}-\alpha sign(\nabla \mathcal L(\theta, I_\rho^{(i)}), \ell_{target})] $$
Find objective functions $f$, such that $$ f(I_c + \rho) \leq 0 \text{ iff } \mathcal C(I_c + \rho) = \ell $$ which enables an alternative optimization formulation: $$ \min |\rho| + c\cdot f(I_c + \rho),\ \mathrm{s.t.}\ I_c +\rho\in [0,1]^n $$
An efficient objective function $f$ is found to be $$ f(x) = \max(\max_{i\neq t} Z(x)_i - Z(x)_t, -\kappa), $$ where the classifier is assumed to be: $$ \mathcal C(x) = Softmax(Z(x)). $$ The parameter $\kappa\geq 0$ forces an adversary to find adversarial examples of higher confidence. It is shown that $\kappa$ is positively correlated to the transferability of the adversarial examples found.
Yet another trick is used for the box constraints. Let $x = \frac{1}{2}(\tanh(w)+1)$, so $x$ satisfies $x\in [0,1]$ automatically.
Transferability: the ability of an adversarial example to remain effective on differently trained models.
A more careful definition (Papernot et al. 2016):
Transferability empowers black-box attacks: to train a substitute model by querying the classifier as an oracle.
Several methods for data augmentation are proposed by Papernot et al.
$$ \Pr_{I_c\sim S} (\mathcal C(I_c)\neq \mathcal C(I_c+\rho)) \geq 1-\delta,\ \mathrm{s.t.}|\rho|_p\leq\epsilon $$
For each image x in the validation set, we compute the adversarial perturbation vector $r(x)$… To quantify the correlation between different regions of the decision boundary of the classifier, we define the matrix $N = [\frac{r(x_1)}{|r(x_1)|_2} \dots \frac{r(x_n)}{|r(x_n)|_2}]$

Why adversarial examples are so close to any input $x$?
Why adversarial examples looks like random noise?
Why training with mislabeling also yields models with great performance?
I listened to an online report made by Adi Shamir
Assumptions:
Intuition: to argument the training data with perturbated examples.
Solving the min-max problem $$ \min_\theta \sum_{(x,y)\in S}\max_{\rho\in \Delta} \mathcal L(\theta, x+\rho, y) $$
On Detecting Adversarial Perturbations (Metzen et al. 2017)
$$ I_\rho^{(i+1)} = Clip_\epsilon\left{I_\rho^{(i)} + \alpha\Big[(1-\sigma)\cdot sign(\nabla \mathcal L_{classify}(I_\rho^{(i)},\ell_{true}))+\sigma \cdot sign \big(\nabla \mathcal L_{detect}(I_\rho^{(i)})\big)\Big]\right} $$
Detecting Adversarial Samples from Artifacts (Feinman et al. 2017)
A crucial drawback of Metzen’s work: must be trained on generated adversarial examples
An intuition: high dimensional datasets are believed to lie on a ==low-dim manifold==; and the adversarial perturbations must push samples off the data manifold.
Kernel Density estimation: Detect the points that are far away from the manifold. $$ \hat f(x) = \frac{1}{|X_t|}\sum_{x_i\in X_t}k(\phi(x_i),\phi(x)) $$
where $X_t$ is the set of training data with label $t$ (here $t$ means the predicted class).
$k(\cdot,\cdot)$ is the kernel function and $\phi(\cdot)$ maps input $x$ to its feature vector of the last hidden layer.
Another intuition: deeper layers provide more linear and unwrapped manifold.
Bayesian Neural Network Uncertainty: identify low-confidence regions by capturing “==variance==” of predictions
Randomness is considered under dropouts and parameters are sampled for $T$ times. $$ Var(y^*) \approx \frac{1}{T}\sum_{i=1}^T \hat y^* (x^*,W^t)^T\hat y^*(x^*,W^t) - \mathbb E(y^*)^T\mathbb E(y^*) $$
where $y^* = f(x^*)$ is a prediction of test input $x*$.
It is shown that typical adversarial examples do have much different distributions on uncertainty.

Adversarial Examples Are Not Easily Detected: Bypassing Ten Detection Methods (Carlini et al. 2017)
Analyze 10 proposed defenses to ==detect== adversarial examples
Conclusion: all these defenses are inefficient when an adversary is aware the neural network is being secured with a given detection scheme; and some of the properties claimed for adversarial examples are only due to existing attack techniques.
The 10 defenses can be categorized:
Break each defenses by:
Secondary Detector:
$$
G(x)_i = \begin{cases}
Z_F(x)_i \qquad\qquad\qquad\qquad\qquad, \text{ if } i\leq N\
(Z_D(x)+1)\cdot \max_j Z_F(x)_j \qquad \text{if } i=N+1
\end{cases}
$$
where $Z_F, Z_D$ are logits of the classifier and detector, respectively.
Aim to “provide rigorous guarantees of robustness against norm-bounded attacks”
Certified Robustness to Adversarial Examples with Differential Privacy (Lecuyer et al. 2019)
Consider a classifier $\mathcal C(x)$ that outputs soft labels $(p_1,\dots, p_n)$, $\sum_{i = 1}^n p_i = 1$.
Suppose $\mathcal C(x)$ is $(\epsilon, \delta)$-DP, which implies $\mathbb E[p_i(x)] = e^{\epsilon}\mathbb E[p_i(x^\prime)]+ \delta$, for any $x,x^\prime$ such that $d(x,x^\prime) < 1$.
Main theorem: If $\mathcal C$ is $(\epsilon,\delta)$-DP, w.r.t. $\ell_p$ norm, and $\forall x, \exists k$, s.t.:
$$ \mathbb E(\mathcal C_k(x)) \geq e^{2\epsilon} \max_{i\neq k} \mathbb E(\mathcal C_i(x)) + (1+e^\epsilon)\delta $$
Then the classification model $y = \arg\max_{i=1}^n p_i$ is robust to attacks within the $\ell_p$ unit ball.
This is different from traditional DP which uses $\ell_0$ norm for $d(x,x^\prime)$, and the definition of sensitivity must also be changed: $$ \Delta_{p,q}^{(f)} = \max_{x\neq x^\prime} \frac{|f(x) - f(x^\prime)|_q}{|x-x^\prime|_p} $$
The conclusion of DP can be applied to $p$ norm as well, namely: Laplacian mechanism works for bounded $\Delta_{p,1}$ and Gaussian mechanism works for $\Delta_{p,2}$. Moreover, as DP is immune to post-processing, we can add these noises at layer of the network!
Overall Scheme: Pre-noise layers + noise layer $\longrightarrow$ Post-noise layers
Only need to bound the sensitivity of pre-noise computation $x\mapsto g(x)$. This is done by transforming $g$ to $\tilde g$ with $\Delta_{p,q}^{(\tilde g)}\leq 1$.

Decision-Based Adversarial Attacks: Reliable Attacks Against Black-Box Machine Learning Models
Story so far: gradient-based, score-based and transfer-based attacks
Definition (Decision-based attacks): Direct attacks that solely rely on the final decision of the model
Method: Initialize with an adversarial input $x_0 = x^\prime,$ make random walk according to a “proposal distribution”, trying to reduce $|x_k - x^*|$.
Performance: Requires (unsurprisingly) much more iterations of forward passes.

$$
\begin{align}
\mathcal L_{VAE}&= \log p(x) - KL(q(z|x)|p(z|x))\notag\
&= \sum_z q(z|x) \log p(x) - \sum_z q(z|x) \log \frac{q(z|x)}{p(z|x)}\notag\
&= \mathbb E_{q(z|x)}[-\log q(z|x) + \log p(x,z)]\notag\
&= \sum_z q(z|x) \log \frac{p(z)}{q(z|x)} + \mathbb E_{q(z|x)} p(x|z)\notag\
&= -KL(q(z|x)|p(z)) + \mathbb E_{q(z|x)}p(x|z).
\end{align}
$$
«««< HEAD
For input $x_0$ and logits $x_k$, we want worst case robustness in a neighbour of $x_0$: $$ (e_y - e_{y_{true}})^T\cdot z_k \leq 0,\ \forall z_0 \in \mathcal X(x_0). \label{verify} $$
where $z_k = logits(z_0)$.
Consider $z_k = \sigma(h(z_{k-1}))$ with monotonic activation function $\sigma$, $\overline z_k = h(\overline z_{k-1})$ and $\underline z_k = h(\underline z_{k-1})$ .
Let $\overline z_0(\epsilon) = z_0 + \epsilon \mathbf 1$ and $\underline z_0(\epsilon) = z_0 - \epsilon \mathbf 1$.
Left hand size of $\ref{verify}$ is bounded by $\overline z_{k,y}(\epsilon) - \underline z_{k,true}(\epsilon)$. To minimuze this term, define: $$ z^*_{k,y}(\epsilon) = \begin{cases}\overline z_{k,y}(\epsilon)&\text{if } y\neq y_{true}\ \underline z_{k,y}(\epsilon)&\text{if }y = y_{true}\end{cases} $$
Then minimize hybrid training loss: $$ \mathcal L = \ell(z_k,y_{true}) + \alpha \ell(z^*_{k}(\epsilon), y_{true}) $$
Synthesizing Robust Adversarial Examples
Expectation Over Transformation
To address the issue: adversarial examples does not keep adversarial under image transformations in the real world.
Minimize visual difference $t(x)-t(x^\prime)$ instead of $x-x^\prime$ in texture space
$$
\begin{align}
\arg\max_{x^\prime} \quad&\mathbb E_{t\sim T}[\log P(y_t|t(x^\prime))]\
\mathrm{s.t.} \qquad&\mathbb E_{t\sim T} [d(t(x^\prime), t(x))]<\epsilon\notag\
&x^\prime \in [0,1]^d\notag
\end{align}
$$
The distribution $T$ of transformations:
2D: $t(x) = Ax + b$
3D: texture $x$, render it on an object to $Mx +b$
Optimize the objective: $$ \arg\max_{x^\prime} \ \mathbb E_{t\sim T}\big[\log P(y_t|t(x^\prime)) - \lambda |LAB(t(x)) - LAB(t(x^\prime))|_2\big] $$
Fooling Automated Surveillance Cameras Adversarial Patches to Attack Person Detection
Patch Adversarial Attack: only structurally editing certain local areas on an image
A pipeline of patch attack

Hybrid Objectives:
$L_{nps}$ non-printability score
$L_{tv}$ the total variation loss. Force the image to be smooth. $$ L_{tv} = \sum_{i,j} \sqrt{(p_{i,j} - p_{i+1,j})^2 + (p_{i,j} - p_{i,j+1})^2} $$
$L_{obj}$ maximize the objectness $p(obj)$. Note that we can also use $L_{cls}$ (class score) or both.
Adversarial T-shirt! Evading Person Detectors in A Physical World
To learn transformations $t$ that maps each pixel $p^{(x)}$ to $p^{(z)}$.
Suppose $p^{(x)} = (\phi^{(x)}, \psi^{(x)})$, $p^{(z)} = (\phi^{(x)}+\Delta_\phi, \psi^{(x)}+\Delta_\psi)$.
According to TPS method, the only solution of $\Delta$ is given by: $$ \Delta(p^{(x)};\theta) = a_0 +a_1\phi^{(x)} + a_2 \psi^{(x)} + \sum_{i=1}^n c_i U(|\hat p_i^{(x)} - p^{(x)}|_2) \label{delta} $$ where the radial basis function $U(r) = r^2 \log r$ and $\hat p_i^{(x)}$ are $n$ sampled points on image $x$.
TPS resorts to a regression problem to determine $\theta$, in which the regression objective is to minimize the difference between $$ {\Delta(\hat p_i^{(x)};\theta)}{i=1}^n \quad \text{and} \quad {(\phi_i^{(z)}, \psi_i^{(z)}) - (\phi_i^{(x)},\psi_i^{(x)})}{i=1}^n $$
This results in an equivalent problem: $$ F\theta_\phi =\begin{pmatrix}K&P\P^T &0_{3\times 3} \end{pmatrix}\theta_\phi = \begin{pmatrix}\hat \Delta_\phi\ 0_{3\times 1}\end{pmatrix}^T $$ where $K_{ij} = U(|\hat p_{i}^{(x)} - \hat p_j^{(x)}|)$ $\theta_\phi = [c,a]$ and $P = [1, \hat \phi^{(x)}, \hat\psi^{(x)}]$.
(See Code for TPS for implementing details.)
$$ x_i^\prime = t_{env}(A + t(B - C+t_{color}(M_{c,i}\circ t_{TPS}(\delta + \mu v)))), t\sim \mathcal T, t_{TPS}\sim \mathcal T_{TPS}, v\sim \mathcal N(0,1) $$
Can 3D Adversarial Logos Cloak Humans?
Various postures and multi-view transformations threatens the adversarial property of previous 2D adversarial patches
Overall pipeline: Detach 3D logos from person mesh as submeshes $\mathcal L$, then: $$ \tilde{\mathcal L} = \mathcal T_{logo}(S,\mathcal L) = \mathcal M_{3D}(\mathcal S, \mathcal M_{2D}(\mathcal L)) $$
Texture $\mathcal S$
$\mathcal M_{2D}$ maps a 3D logo to 2D domain $[0,1]^2$; $M_{3D}$ attach texture to 3D logo
Finally, render the 3D adv logo by differentiable renderer (e.g. Neural 3D Mesh Renderer) with human and background.
Loss
$$ \mathcal L_{adv} = \lambda \cdot DIS(\mathcal I, y) + TV(\tilde{\mathcal L}) $$
Adversarial Texture for Fooling Person Detectors in Physical World
Goal: to train an expandable texture that can cover any clothes in any size
Four methods: RCA, TCA, EGA, TC-EGA
$S\times S$ grids, each containing $B$ anchor points with bounding boxes
Each anchor point: $[x,y,w,h,p_{obj}, p_{\ell1}, \dots, p_{\ell n}]$
$p_{obj}$: object probability. The prob. of containing an object.
$p_{\ell i}$: Class score, learned by SoftMax and cross entropy
Confidence of object: measured by $p_{obj} \times IOU$.
Confidence of class: measured by $p_{obj}\times IOU \times \Pr[\ell_i,|,obj]$
Yolo: Outputs [batch, num_class + 5$\times$num_anchors , $H\times W$]
Yolov2: Outputs [batch, (num_class + 5)$\times$num_anchors , $H\times W$] (See details at below).
Original bounding box $P(x,y,w,h)$, learn deformation $d(P)$ to approximate the ground truth
$$
\hat G_x = P_w d_x(P)+P_x\
\hat G_y = P_h d_y(P)+P_y\
\hat G_w = P_w e^{d_w(P)}\
\hat G_h = P_h e^{d_h(P)}\
$$
where $d(P) = w^T\phi(P)$. $\phi$ is the feature vector so we shall learn parameter $w$
World coordinates: $(x,y,z)$ means left, up and in.
Camera Projection Matrix $K$ (intrinsic parameters of a camera) $$ \lambda \begin{pmatrix}u\v\1\end{pmatrix} = \begin{pmatrix}f&&p_x\&f&p_y\&&1\end{pmatrix}\begin{pmatrix}X\Y\Z\end{pmatrix} = K\mathbf X_c $$
Coordinate transformation from world coordinate $\mathbf X$ to camera coordinate $\mathbf X_c$: $$ \mathbf X_c = R\mathbf X + t = \begin{pmatrix}\mathbf R_{3\times 3} &\mathbf t_{3\times 1}\end{pmatrix}\begin{pmatrix}\mathbf X\1\end{pmatrix} $$
v x y zvt x yvn x y zf v1/vt1/vn1 v2/vt2/vn2 v3/vt3/vn3.load an object
verts, faces, aux = load_obj(obj_dir)mesh = load_objs_as_meshes([obj_dir], device)Mesh: Representations of vertices and faces
List | Padded | Packed
$[[v_1],\dots, [v_n]]$ | has batch dimension | no batch dimension, index into padded representatoin
e.g. vertex = mesh.verts_packed()
Mesh.textures:
Three possible representations:
TexturesAtlas (each face has a texture map)
TexturesUV: a UV map from vertices to texture image
TexturesVertex: a color for each vertex
#for uv:
mesh.textures.verts_uvs_padded()
#for TexturesVertex:
rgb_texture = torch.tensor([1,vertex.shape[0], 3]).uniform_(0,1)
mesh.textures = TexturesVertex(vertex_features = rgb_texture)
Entropy $H(X) = -\sum_{x\in X}p(x)\log p(x)$.
Cross entropy $XE(p,q) = \mathbb E_p (-\log q)$.
The distance between two distributions $p$ and $q$ can be measured by: $$ KL(p|q) = \sum_{x\in X}p(x)\log \frac{p(x)}{q(x)} = XE(p,q) - H(p), $$ which represents the information loss of describing $p(x)$ by $q(x)$.
Mutual Information: $\mathbb I(X;Y) = KL(p(X,Y)|p(X)p(Y))$.
FGSM, BIM, Carlini & Wagner attacks
Adversarial Training

| Accuracy | FGSM ($ e=4/255$) | CW ($ e = 4/255,a= 0.01, K = 10$) | |
|---|---|---|---|
| 75999.pth | 0.817 | 0.6634 | 0.099 |
Issues:
Experiment1: Batch: $2\times 4$, lr = 0.001, attack faster-rcnn



The tendency of attacking two-stage detectors such as faster-rcnn: split boxes to smaller ones
MaxProbExtractor: Only to attack the box with max iou may sacrifice those boxes with smaller iou but much higher probability? (Failed, the current method works great enough)
We now take the mean of gradient over $B$ pictures. Why not try weighted mean (e.g. $\ell_2$) or other loss functions (e.g. $\sum e^{prob}$) to urge the trainer to attack the largest max_prob boxes?
Model placed in the middle of the picture (Overfit?) (Usually not a problem here)
8.28: I observe that over the parameters in the shape of [1,6906,8,8,3], only 3.49% of them (46333) deviate from original setup 0.5 (for grey). Over the trained parameters, 18.7% of them go beyond the [0,1] range.
8.31 I render the patch trained by 4 viewing points (0,90,180,270), it turns out that a small deviation from these angles would make the rendered picture almost completely grey:

8.31 I try 50% droppout on the adv patch (a random 0/1 mask of size 6000):
9.1 experiment4: random angles (163937) (fail)
parameters 87.59% trained
没有形成完整连续的图像,几乎没有对抗效果 (recall = 0.96),但loss一直在0.3上下
I fixed the viewing angles for each epoch, so perhaps the tshirt is trained only adversarial for those views at end of each epoch. (fixed later in experiment 7)

9.4 experiment5: vec2atlas, R = 8. (Map $(3,V)$ to atlas $(1,V,R,R,3)$ before the previous pipeline).
9.3 experiment6: vec2atlas, R=2.

it seems that R=8 introduces too much parameters for a normal tshirt
experiment7: R=2, random angle, switch every 20 iterations, vec2atlas


9.5 experiment 8: 尝试不均匀地sample角度,因为之前 random angles 均匀采样(as the red line shows)会导致面积较小的衣服侧面对抗性较低
9.7 I test the performance of different $\alpha$. Since the final loss ranges from 0.1 to 0.25, I try $\alpha = 10, 15, 20$ so that the ratio of sampling probability is about $\sim 10$.

9.9 I regenerate an obj file for Tshirt using meshlab.

9.10 Map the $(3,V)$ vector to the uv texture.
Details: Draw a monochrome triangle on the texture for each face according to $(3,V)$
The expressive power of uv texture is much stronger than $(3,V)$. The reverse mapping thus requires more restriction.
Render from the texture again using the UV map.


The uv-rendered tshirt is smoother in color but much less adversarial than the atlas-rendered one.
It is necessary to create a precise mapping from UV to Atlas, which would enable the pipeline of training an adversarial uv texture.

An observation is that the lateral part of the uv-rendered tshirt gives lower recall, which is counterintuitive since the lateral part usually performs worse than other angles with less surface area.
A possible (yet not necessarily true) explanation: the task of the lateral parts is harder so it is trained more robust to random deviations.
(9.12) Combining two meshes using uv texture causes conflicts: mesh of man cloaks the mesh of tshirt

This bug is due to incompatible texture size of two meshes. Fixed. (9.16)
Transfer uv texture back to $(3,V)$ by interpolation (3% deviation from original $(3,V)$ representation).
9.15 Enables the fast transfer from (3,V) to 2d texture in pipeline and calculate the corresponding TV loss of the 2d texture. loss = det_loss + a * tv_loss

uv = vec[:,maps[:,:]]
Current Pipeline:

Next step: to enable the rendering process directly from TextureUV.
9.16 Merge multiple pieces of texture maps into one.

Pipeline:

Results:




[1(batch),3(RGB),width, height]random_cropInitialize: Using a $N\times 2$ array, denoting the $N$ target control points. Then construct the TPS kernel matrix as shown above. target_control_points: $\hat p_i^{(x)}, i =[1,\dots, 25]$.
source_control_point is sampled with small disturb from target_control_points, which stands for $\hat p_i^{(z)}$.
source_coordinate = self.forward(source_control_points).
forward function calculates $$ F^{-1}\begin{pmatrix}\hat\Delta_{(\phi,\psi)}\0_{3\times 2}\end{pmatrix}^T = [\theta_\phi,\theta_\psi] $$
Then calculate source_coordinate by equation $\ref{delta}$.
mapping_matrix = torch.matmul(Variable(self.inverse_kernel), Y)
source_coordinate = torch.matmul(Variable(self.target_coordinate_repr), mapping_matrix)
F.grid_sample to map the adversarial patch to source_coordinate.Extracts max class probability from YOLO output.
YOLOv2 output: [batch, (num_class + 5)$\times$num_anchors , $H\times W$]
num_class + 5 = 85.
0~3: x,y,w,h
4: confidence of this anchor (objectness)
5~84: class probability $\Pr[class_i|obj]$ of this anchor
for func = lambda obj,cls:obj, we only minimize the maximum objectness confidence.
Crop type:
adv_batch = adv_batch * contrast + brightness + noiseMost parts of this paper list is borrowed from Nicholas Carlini’s Reading List.
==Evasion Attacks against Machine Learning at Test Time== ==Intriguing properties of neural networks== ==Explaining and Harnessing Adversarial Examples==
==The Limitations of Deep Learning in Adversarial Settings== DeepFool: a simple and accurate method to fool deep neural networks ==Towards Evaluating the Robustness of Neural Networks==
==Transferability in Machine Learning: from Phenomena to Black-Box Attacks using Adversarial Samples== Delving into Transferable Adversarial Examples and Black-box Attacks ==Universal adversarial perturbations==
==On Detecting Adversarial Perturbations Detecting Adversarial Samples from Artifacts Adversarial Examples Are Not Easily Detected: Bypassing Ten Detection Methods==
ZOO: Zeroth Order Optimization based Black-box Attacks to Deep Neural Networks without Training Substitute Models ==Decision-Based Adversarial Attacks: Reliable Attacks Against Black-Box Machine Learning Models== Prior Convictions: Black-Box Adversarial Attacks with Bandits and Priors
Reluplex: An Efficient SMT Solver for Verifying Deep Neural Networks On the Effectiveness of Interval Bound Propagation for Training Verifiably Robust Models
Towards Deep Learning Models Resistant to Adversarial Attacks ==Certified Robustness to Adversarial Examples with Differential Privacy==
==Obfuscated Gradients Give a False Sense of Security: Circumventing Defenses to Adversarial Examples== Adversarial Risk and the Dangers of Evaluating Against Weak Attacks
Towards the first adversarially robust neural network model on MNIST On Evaluating Adversarial Robustness
Adversarial Attacks on Neural Network Policies Audio Adversarial Examples: Targeted Attacks on Speech-to-Text Seq2Sick: Evaluating the Robustness of Sequence-to-Sequence Models with Adversarial Examples Adversarial examples for generative models
Rich feature hierarchies for accurate object detection and semantic segmentation ==You Only Look Once: Unified, Real-Time Object Detection== ==YOLO9000: Better, Faster, Stronger==
==Adversarial examples in the physical world== ==Synthesizing Robust Adversarial Examples== Robust Physical-World Attacks on Deep Learning Models ==Adversarial T-shirt! Evading Person Detectors in A Physical World== Universal Physical Camouflage Attacks on Object Detectors ==Fooling Automated Surveillance Cameras Adversarial Patches to Attack Person Detection== ==Can 3D Adversarial Logos Cloak Humans?== ==Adversarial Texture for Fooling Person Detectors in Physical World==
我们现在是优先attackiou最大的框,然后小于一定iou threshold的就不训练了,防止过度训练到一些trivial的boxes
牺牲了一些iou比较小但是prob比较大的框,能不能把周围有人的情况下,把周围的人也隐藏起来
object confidence=iou和prob 效果不好
B个角度的取梯度的平均值,weighted mean去加速优先attack
2D的pipeline 饱和度 hsv
色相饱和度亮度
参数化 gan
I have read the provided tutorials and have understood that meshes with TextureVertex and TextureAtlas can be rendered by differentiable functions. Both of them run well in my training pipeline. Yet I did not find any example codes on computing gradients of TextureUV and it seems the gradient of loss did not propagate backward to the TextureUV. So I am wondering is the differentiable rendering process of TextureUV supported in PyTorch3D?
mesh.textures = TexturesUV(maps=tex, faces_uvs=faces[None], verts_uvs=verts_uv)