3D场景流动表征了当前时间的点如何流到3D欧几里得空间中的下一次,该空间具有自主推断场景中所有对象的非刚性运动的能力。从图像估算场景流的先前方法具有局限性,该方法通过分别估计光流和差异来划分3D场景流的整体性质。学习3D场景从点云流动也面临着综合数据和真实数据与LIDAR点云的稀疏性之间差距的困难。在本文中,利用生成的密集深度图来获得显式的3D坐标,该坐标可直接从2D图像中学习3D场景流。通过将2D像素的密度性质引入3D空间,可以改善预测场景流的稳定性。通过统计方法消除了生成的3D点云中的离群值,以削弱噪声点对3D场景流估计任务的影响。提出了差异一致性损失,以实现3D场景流的更有效的无监督学习。比较了现实世界图像上3D场景流的自我监督学习方法与在综合数据集中学习的多种方法和在LIDAR点云上学习的方法。显示多个场景流量指标的比较可以证明引入伪LIDAR点云到场景流量估计的有效性和优势。
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有希望的互补性存在着颜色图像的纹理特征和激光点云的几何信息。但是,在3D对象检测领域中,仍然存在许多挑战,以实现高效且可靠的特征融合。在本文中,首先,在2D平面中填充了非结构化的3D点云,并且使用投影感知的卷积层更快地提取3D点云特征。此外,在数据预处理中提前建立了不同传感器信号之间的相应索引,从而实现更快的交叉模式融合。为了解决LIDAR点和图像像素的未对准问题,提出了两个新的插件融合模块,即licamfuse和bilicamfuse。在Licamfuse中,提出了带有双峰特征的欧几里得距离的软查询权重。在Bilicamfuse中,提出了双重注意的融合模块,以深层关联场景的几何和纹理特征。 KITTI数据集上的定量结果表明,所提出的方法可以实现更好的特征级融合。此外,与现有方法相比,建议的网络显示出更短的运行时间。
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场景流表示场景中每个点的3D运动,该动作明确描述了每个点运动的距离和方向。场景流估计用于各种应用,例如自主驾驶场,活动识别和虚拟现实字段。由于对现实世界数据的地面真理的注释场景流动是一项挑战,因此没有可用的现实数据集可提供大量数据,并具有地面真相以进行场景流量估计。因此,许多作品使用合成的数据将其网络和现实世界中的LIDAR数据预先培训。与以前的无监督学习场景流程中的云中的学习流程不同,我们建议使用探空仪信息来帮助无监督的场景流程学习,并使用现实世界中的激光雷达数据来训练我们的网络。有监督的探测器为场景流提供了更准确的共享成本量。此外,拟议的网络具有掩模加权的经线层,以获得更准确的预测点云。经线操作意味着将估计的姿势转换或场景流到源点云中以获得预测的点云,这是精炼场景从粗糙到细小的关键。执行翘曲操作时,不同状态中的点使用不同的权重进行姿势转换和场景流动转换。我们将点状态分类为静态,动态和遮挡,其中静态掩模用于划分静态和动态点,并使用遮挡掩码来划分闭塞点。掩模加权经线表明在执行经线操作时,将静态面膜和遮挡面膜用作权重。我们的设计被证明在消融实验中有效。实验结果表明,在现实世界中,3D场景流的无监督学习方法的前景是有希望的。
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在现有方法中,LIDAR的探测器显示出卓越的性能,但视觉探测器仍被广泛用于其价格优势。从惯例上讲,视觉检验的任务主要依赖于连续图像的输入。但是,探测器网络学习图像提供的异性几何信息非常复杂。在本文中,将伪LIDAR的概念引入了探测器中以解决此问题。伪LIDAR点云背面项目由图像生成的深度图中的3D点云,这改变了图像表示的方式。与立体声图像相比,立体声匹配网络生成的伪lidar点云可以得到显式的3D坐标。由于在3D空间中发生了6个自由度(DOF)姿势转换,因此伪宽点云提供的3D结构信息比图像更直接。与稀疏的激光雷达相比,伪驱动器具有较密集的点云。为了充分利用伪LIDAR提供的丰富点云信息,采用了投射感知的探测管道。以前的大多数基于激光雷达的算法从点云中采样了8192点,作为探视网络的输入。投影感知的密集探测管道采用从图像产生的所有伪lidar点云,除了误差点作为网络的输入。在图像中充分利用3D几何信息时,图像中的语义信息也用于探视任务中。 2D-3D的融合是在仅基于图像的进程中实现的。 Kitti数据集的实验证明了我们方法的有效性。据我们所知,这是使用伪LIDAR的第一种视觉探光法。
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This paper focuses on designing efficient models with low parameters and FLOPs for dense predictions. Even though CNN-based lightweight methods have achieved stunning results after years of research, trading-off model accuracy and constrained resources still need further improvements. This work rethinks the essential unity of efficient Inverted Residual Block in MobileNetv2 and effective Transformer in ViT, inductively abstracting a general concept of Meta-Mobile Block, and we argue that the specific instantiation is very important to model performance though sharing the same framework. Motivated by this phenomenon, we deduce a simple yet efficient modern \textbf{I}nverted \textbf{R}esidual \textbf{M}obile \textbf{B}lock (iRMB) for mobile applications, which absorbs CNN-like efficiency to model short-distance dependency and Transformer-like dynamic modeling capability to learn long-distance interactions. Furthermore, we design a ResNet-like 4-phase \textbf{E}fficient \textbf{MO}del (EMO) based only on a series of iRMBs for dense applications. Massive experiments on ImageNet-1K, COCO2017, and ADE20K benchmarks demonstrate the superiority of our EMO over state-of-the-art methods, \eg, our EMO-1M/2M/5M achieve 71.5, 75.1, and 78.4 Top-1 that surpass \textbf{SoTA} CNN-/Transformer-based models, while trading-off the model accuracy and efficiency well.
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We aim to bridge the gap between our common-sense few-sample human learning and large-data machine learning. We derive a theory of human-like few-shot learning from von-Neuman-Landauer's principle. modelling human learning is difficult as how people learn varies from one to another. Under commonly accepted definitions, we prove that all human or animal few-shot learning, and major models including Free Energy Principle and Bayesian Program Learning that model such learning, approximate our theory, under Church-Turing thesis. We find that deep generative model like variational autoencoder (VAE) can be used to approximate our theory and perform significantly better than baseline models including deep neural networks, for image recognition, low resource language processing, and character recognition.
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Despite significant progress in object categorization, in recent years, a number of important challenges remain; mainly, the ability to learn from limited labeled data and to recognize object classes within large, potentially open, set of labels. Zero-shot learning is one way of addressing these challenges, but it has only been shown to work with limited sized class vocabularies and typically requires separation between supervised and unsupervised classes, allowing former to inform the latter but not vice versa. We propose the notion of vocabulary-informed learning to alleviate the above mentioned challenges and address problems of supervised, zero-shot, generalized zero-shot and open set recognition using a unified framework. Specifically, we propose a weighted maximum margin framework for semantic manifold-based recognition that incorporates distance constraints from (both supervised and unsupervised) vocabulary atoms. Distance constraints ensure that labeled samples are projected closer to their correct prototypes, in the embedding space, than to others. We illustrate that resulting model shows improvements in supervised, zero-shot, generalized zero-shot, and large open set recognition, with up to 310K class vocabulary on Animal with Attributes and ImageNet datasets.
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We consider infinite horizon Markov decision processes (MDPs) with fast-slow structure, meaning that certain parts of the state space move "fast" (and in a sense, are more influential) while other parts transition more "slowly." Such structure is common in real-world problems where sequential decisions need to be made at high frequencies, yet information that varies at a slower timescale also influences the optimal policy. Examples include: (1) service allocation for a multi-class queue with (slowly varying) stochastic costs, (2) a restless multi-armed bandit with an environmental state, and (3) energy demand response, where both day-ahead and real-time prices play a role in the firm's revenue. Models that fully capture these problems often result in MDPs with large state spaces and large effective time horizons (due to frequent decisions), rendering them computationally intractable. We propose an approximate dynamic programming algorithmic framework based on the idea of "freezing" the slow states, solving a set of simpler finite-horizon MDPs (the lower-level MDPs), and applying value iteration (VI) to an auxiliary MDP that transitions on a slower timescale (the upper-level MDP). We also extend the technique to a function approximation setting, where a feature-based linear architecture is used. On the theoretical side, we analyze the regret incurred by each variant of our frozen-state approach. Finally, we give empirical evidence that the frozen-state approach generates effective policies using just a fraction of the computational cost, while illustrating that simply omitting slow states from the decision modeling is often not a viable heuristic.
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We present Muse, a text-to-image Transformer model that achieves state-of-the-art image generation performance while being significantly more efficient than diffusion or autoregressive models. Muse is trained on a masked modeling task in discrete token space: given the text embedding extracted from a pre-trained large language model (LLM), Muse is trained to predict randomly masked image tokens. Compared to pixel-space diffusion models, such as Imagen and DALL-E 2, Muse is significantly more efficient due to the use of discrete tokens and requiring fewer sampling iterations; compared to autoregressive models, such as Parti, Muse is more efficient due to the use of parallel decoding. The use of a pre-trained LLM enables fine-grained language understanding, translating to high-fidelity image generation and the understanding of visual concepts such as objects, their spatial relationships, pose, cardinality etc. Our 900M parameter model achieves a new SOTA on CC3M, with an FID score of 6.06. The Muse 3B parameter model achieves an FID of 7.88 on zero-shot COCO evaluation, along with a CLIP score of 0.32. Muse also directly enables a number of image editing applications without the need to fine-tune or invert the model: inpainting, outpainting, and mask-free editing. More results are available at https://muse-model.github.io
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Reinforcement Learning (RL) is currently one of the most commonly used techniques for traffic signal control (TSC), which can adaptively adjusted traffic signal phase and duration according to real-time traffic data. However, a fully centralized RL approach is beset with difficulties in a multi-network scenario because of exponential growth in state-action space with increasing intersections. Multi-agent reinforcement learning (MARL) can overcome the high-dimension problem by employing the global control of each local RL agent, but it also brings new challenges, such as the failure of convergence caused by the non-stationary Markov Decision Process (MDP). In this paper, we introduce an off-policy nash deep Q-Network (OPNDQN) algorithm, which mitigates the weakness of both fully centralized and MARL approaches. The OPNDQN algorithm solves the problem that traditional algorithms cannot be used in large state-action space traffic models by utilizing a fictitious game approach at each iteration to find the nash equilibrium among neighboring intersections, from which no intersection has incentive to unilaterally deviate. One of main advantages of OPNDQN is to mitigate the non-stationarity of multi-agent Markov process because it considers the mutual influence among neighboring intersections by sharing their actions. On the other hand, for training a large traffic network, the convergence rate of OPNDQN is higher than that of existing MARL approaches because it does not incorporate all state information of each agent. We conduct an extensive experiments by using Simulation of Urban MObility simulator (SUMO), and show the dominant superiority of OPNDQN over several existing MARL approaches in terms of average queue length, episode training reward and average waiting time.
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