建模从场景辐照度到图像强度的映射对于许多计算机视觉任务至关重要。这样的映射称为相机响应。大多数数码相机都使用非线性函数来映射辐照度,该传感器测量到用于记录照片的图像强度。反应的建模对于非线性校准是必需的。在本文中,提出了一种使用单个潜在变量且完全连接的神经网络的新的高性能摄像头响应模型。该模型是使用无监督的学习与现实世界(示例)摄像头响应上的自动编码器一起生产的。然后,使用神经体系结构搜索来找到最佳的神经网络体系结构。引入了一种潜在的分布学习方法来限制潜在分布。所提出的模型在许多基准测试中实现了最新的CRF表示精度,但由于简单但有效的模型表示,在执行相机响应校准期间执行最大似然估计时,几乎是最佳当前模型的两倍。 。
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相对色彩恒定是许多科学成像应用的重要要求。然而,大多数数码相机在其图像形成和本机传感器输出中的不同通常无法访问,例如,在智能手机相机应用中。这使得难以在一系列设备上实现一致的颜色评估,并且破坏了计算机视觉算法的性能。若要解决此问题,我们提出了一种颜色对齐模型,将相机映像形成为黑盒,并将颜色对准作为三步处理:相机响应校准,响应线性和颜色匹配。所提出的模型采用非标准颜色参考,即,通过利用新颖的线性距离特征,在不知道真实颜色值的情况下,颜色斑块。它相当于通过无监督过程确定相机参数。它还适用于跨图像的最小相应颜色块,以进行颜色,以提供适用的处理。在各种照明和曝光条件下由多个摄像机收集的两个具有挑战性的图像数据集用于评估模型。性能基准证明,与其他流行和最先进的方法相比,我们的模型实现了卓越的性能。
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The task of reconstructing 3D human motion has wideranging applications. The gold standard Motion capture (MoCap) systems are accurate but inaccessible to the general public due to their cost, hardware and space constraints. In contrast, monocular human mesh recovery (HMR) methods are much more accessible than MoCap as they take single-view videos as inputs. Replacing the multi-view Mo- Cap systems with a monocular HMR method would break the current barriers to collecting accurate 3D motion thus making exciting applications like motion analysis and motiondriven animation accessible to the general public. However, performance of existing HMR methods degrade when the video contains challenging and dynamic motion that is not in existing MoCap datasets used for training. This reduces its appeal as dynamic motion is frequently the target in 3D motion recovery in the aforementioned applications. Our study aims to bridge the gap between monocular HMR and multi-view MoCap systems by leveraging information shared across multiple video instances of the same action. We introduce the Neural Motion (NeMo) field. It is optimized to represent the underlying 3D motions across a set of videos of the same action. Empirically, we show that NeMo can recover 3D motion in sports using videos from the Penn Action dataset, where NeMo outperforms existing HMR methods in terms of 2D keypoint detection. To further validate NeMo using 3D metrics, we collected a small MoCap dataset mimicking actions in Penn Action,and show that NeMo achieves better 3D reconstruction compared to various baselines.
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Neural compression offers a domain-agnostic approach to creating codecs for lossy or lossless compression via deep generative models. For sequence compression, however, most deep sequence models have costs that scale with the sequence length rather than the sequence complexity. In this work, we instead treat data sequences as observations from an underlying continuous-time process and learn how to efficiently discretize while retaining information about the full sequence. As a consequence of decoupling sequential information from its temporal discretization, our approach allows for greater compression rates and smaller computational complexity. Moreover, the continuous-time approach naturally allows us to decode at different time intervals. We empirically verify our approach on multiple domains involving compression of video and motion capture sequences, showing that our approaches can automatically achieve reductions in bit rates by learning how to discretize.
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Spoken language understanding (SLU) tasks have been studied for many decades in the speech research community, but have not received as much attention as lower-level tasks like speech and speaker recognition. In particular, there are not nearly as many SLU task benchmarks, and many of the existing ones use data that is not freely available to all researchers. Recent work has begun to introduce such benchmark datasets for several tasks. In this work, we introduce several new annotated SLU benchmark tasks based on freely available speech data, which complement existing benchmarks and address gaps in the SLU evaluation landscape. We contribute four tasks: question answering and summarization involve inference over longer speech sequences; named entity localization addresses the speech-specific task of locating the targeted content in the signal; dialog act classification identifies the function of a given speech utterance. We follow the blueprint of the Spoken Language Understanding Evaluation (SLUE) benchmark suite. In order to facilitate the development of SLU models that leverage the success of pre-trained speech representations, we will be publishing for each task (i) annotations for a relatively small fine-tuning set, (ii) annotated development and test sets, and (iii) baseline models for easy reproducibility and comparisons. In this work, we present the details of data collection and annotation and the performance of the baseline models. We also perform sensitivity analysis of pipeline models' performance (speech recognizer + text model) to the speech recognition accuracy, using more than 20 state-of-the-art speech recognition models.
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Self-supervised pre-trained transformers have improved the state of the art on a variety of speech tasks. Due to the quadratic time and space complexity of self-attention, they usually operate at the level of relatively short (e.g., utterance) segments. In this paper, we study the use of context, i.e., surrounding segments, during fine-tuning and propose a new approach called context-aware fine-tuning. We attach a context module on top of the last layer of a pre-trained model to encode the whole segment into a context embedding vector which is then used as an additional feature for the final prediction. During the fine-tuning stage, we introduce an auxiliary loss that encourages this context embedding vector to be similar to context vectors of surrounding segments. This allows the model to make predictions without access to these surrounding segments at inference time and requires only a tiny overhead compared to standard fine-tuned models. We evaluate the proposed approach using the SLUE and Librilight benchmarks for several downstream tasks: Automatic speech recognition (ASR), named entity recognition (NER), and sentiment analysis (SA). The results show that context-aware fine-tuning not only outperforms a standard fine-tuning baseline but also rivals a strong context injection baseline that uses neighboring speech segments during inference.
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Recent neural compression methods have been based on the popular hyperprior framework. It relies on Scalar Quantization and offers a very strong compression performance. This contrasts from recent advances in image generation and representation learning, where Vector Quantization is more commonly employed. In this work, we attempt to bring these lines of research closer by revisiting vector quantization for image compression. We build upon the VQ-VAE framework and introduce several modifications. First, we replace the vanilla vector quantizer by a product quantizer. This intermediate solution between vector and scalar quantization allows for a much wider set of rate-distortion points: It implicitly defines high-quality quantizers that would otherwise require intractably large codebooks. Second, inspired by the success of Masked Image Modeling (MIM) in the context of self-supervised learning and generative image models, we propose a novel conditional entropy model which improves entropy coding by modelling the co-dependencies of the quantized latent codes. The resulting PQ-MIM model is surprisingly effective: its compression performance on par with recent hyperprior methods. It also outperforms HiFiC in terms of FID and KID metrics when optimized with perceptual losses (e.g. adversarial). Finally, since PQ-MIM is compatible with image generation frameworks, we show qualitatively that it can operate under a hybrid mode between compression and generation, with no further training or finetuning. As a result, we explore the extreme compression regime where an image is compressed into 200 bytes, i.e., less than a tweet.
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We present a new method for generating controllable, dynamically responsive, and photorealistic human animations. Given an image of a person, our system allows the user to generate Physically plausible Upper Body Animation (PUBA) using interaction in the image space, such as dragging their hand to various locations. We formulate a reinforcement learning problem to train a dynamic model that predicts the person's next 2D state (i.e., keypoints on the image) conditioned on a 3D action (i.e., joint torque), and a policy that outputs optimal actions to control the person to achieve desired goals. The dynamic model leverages the expressiveness of 3D simulation and the visual realism of 2D videos. PUBA generates 2D keypoint sequences that achieve task goals while being responsive to forceful perturbation. The sequences of keypoints are then translated by a pose-to-image generator to produce the final photorealistic video.
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Estimating 3D human motion from an egocentric video sequence is critical to human behavior understanding and applications in VR/AR. However, naively learning a mapping between egocentric videos and human motions is challenging, because the user's body is often unobserved by the front-facing camera placed on the head of the user. In addition, collecting large-scale, high-quality datasets with paired egocentric videos and 3D human motions requires accurate motion capture devices, which often limit the variety of scenes in the videos to lab-like environments. To eliminate the need for paired egocentric video and human motions, we propose a new method, Ego-Body Pose Estimation via Ego-Head Pose Estimation (EgoEgo), that decomposes the problem into two stages, connected by the head motion as an intermediate representation. EgoEgo first integrates SLAM and a learning approach to estimate accurate head motion. Then, taking the estimated head pose as input, it leverages conditional diffusion to generate multiple plausible full-body motions. This disentanglement of head and body pose eliminates the need for training datasets with paired egocentric videos and 3D human motion, enabling us to leverage large-scale egocentric video datasets and motion capture datasets separately. Moreover, for systematic benchmarking, we develop a synthetic dataset, AMASS-Replica-Ego-Syn (ARES), with paired egocentric videos and human motion. On both ARES and real data, our EgoEgo model performs significantly better than the state-of-the-art.
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Autonomous vehicles must often contend with conflicting planning requirements, e.g., safety and comfort could be at odds with each other if avoiding a collision calls for slamming the brakes. To resolve such conflicts, assigning importance ranking to rules (i.e., imposing a rule hierarchy) has been proposed, which, in turn, induces rankings on trajectories based on the importance of the rules they satisfy. On one hand, imposing rule hierarchies can enhance interpretability, but introduce combinatorial complexity to planning; while on the other hand, differentiable reward structures can be leveraged by modern gradient-based optimization tools, but are less interpretable and unintuitive to tune. In this paper, we present an approach to equivalently express rule hierarchies as differentiable reward structures amenable to modern gradient-based optimizers, thereby, achieving the best of both worlds. We achieve this by formulating rank-preserving reward functions that are monotonic in the rank of the trajectories induced by the rule hierarchy; i.e., higher ranked trajectories receive higher reward. Equipped with a rule hierarchy and its corresponding rank-preserving reward function, we develop a two-stage planner that can efficiently resolve conflicting planning requirements. We demonstrate that our approach can generate motion plans in ~7-10 Hz for various challenging road navigation and intersection negotiation scenarios.
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