基于硬件的加速度是促进许多计算密集型数学操作的广泛尝试。本文提出了一个基于FPGA的体系结构来加速卷积操作 - 在许多卷积神经网络模型中出现的复杂且昂贵的计算步骤。我们将设计定为标准卷积操作,打算以边缘-AI解决方案启动产品。该项目的目的是产生一个可以一次处理卷积层的FPGA IP核心。系统开发人员可以使用Verilog HDL作为体系结构的主要设计语言来部署IP核心。实验结果表明,我们在简单的边缘计算FPGA板上合成的单个计算核心可以提供0.224 GOPS。当董事会充分利用时,可以实现4.48 GOP。
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In this paper, we propose a novel framework dubbed peer learning to deal with the problem of biased scene graph generation (SGG). This framework uses predicate sampling and consensus voting (PSCV) to encourage different peers to learn from each other, improving model diversity and mitigating bias in SGG. To address the heavily long-tailed distribution of predicate classes, we propose to use predicate sampling to divide and conquer this issue. As a result, the model is less biased and makes more balanced predicate predictions. Specifically, one peer may not be sufficiently diverse to discriminate between different levels of predicate distributions. Therefore, we sample the data distribution based on frequency of predicates into sub-distributions, selecting head, body, and tail classes to combine and feed to different peers as complementary predicate knowledge during the training process. The complementary predicate knowledge of these peers is then ensembled utilizing a consensus voting strategy, which simulates a civilized voting process in our society that emphasizes the majority opinion and diminishes the minority opinion. This approach ensures that the learned representations of each peer are optimally adapted to the various data distributions. Extensive experiments on the Visual Genome dataset demonstrate that PSCV outperforms previous methods. We have established a new state-of-the-art (SOTA) on the SGCls task by achieving a mean of \textbf{31.6}.
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Audio-Visual scene understanding is a challenging problem due to the unstructured spatial-temporal relations that exist in the audio signals and spatial layouts of different objects and various texture patterns in the visual images. Recently, many studies have focused on abstracting features from convolutional neural networks while the learning of explicit semantically relevant frames of sound signals and visual images has been overlooked. To this end, we present an end-to-end framework, namely attentional graph convolutional network (AGCN), for structure-aware audio-visual scene representation. First, the spectrogram of sound and input image is processed by a backbone network for feature extraction. Then, to build multi-scale hierarchical information of input features, we utilize an attention fusion mechanism to aggregate features from multiple layers of the backbone network. Notably, to well represent the salient regions and contextual information of audio-visual inputs, the salient acoustic graph (SAG) and contextual acoustic graph (CAG), salient visual graph (SVG), and contextual visual graph (CVG) are constructed for the audio-visual scene representation. Finally, the constructed graphs pass through a graph convolutional network for structure-aware audio-visual scene recognition. Extensive experimental results on the audio, visual and audio-visual scene recognition datasets show that promising results have been achieved by the AGCN methods. Visualizing graphs on the spectrograms and images have been presented to show the effectiveness of proposed CAG/SAG and CVG/SVG that could focus on the salient and semantic relevant regions.
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We introduce a machine-learning (ML)-based weather simulator--called "GraphCast"--which outperforms the most accurate deterministic operational medium-range weather forecasting system in the world, as well as all previous ML baselines. GraphCast is an autoregressive model, based on graph neural networks and a novel high-resolution multi-scale mesh representation, which we trained on historical weather data from the European Centre for Medium-Range Weather Forecasts (ECMWF)'s ERA5 reanalysis archive. It can make 10-day forecasts, at 6-hour time intervals, of five surface variables and six atmospheric variables, each at 37 vertical pressure levels, on a 0.25-degree latitude-longitude grid, which corresponds to roughly 25 x 25 kilometer resolution at the equator. Our results show GraphCast is more accurate than ECMWF's deterministic operational forecasting system, HRES, on 90.0% of the 2760 variable and lead time combinations we evaluated. GraphCast also outperforms the most accurate previous ML-based weather forecasting model on 99.2% of the 252 targets it reported. GraphCast can generate a 10-day forecast (35 gigabytes of data) in under 60 seconds on Cloud TPU v4 hardware. Unlike traditional forecasting methods, ML-based forecasting scales well with data: by training on bigger, higher quality, and more recent data, the skill of the forecasts can improve. Together these results represent a key step forward in complementing and improving weather modeling with ML, open new opportunities for fast, accurate forecasting, and help realize the promise of ML-based simulation in the physical sciences.
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The number of international benchmarking competitions is steadily increasing in various fields of machine learning (ML) research and practice. So far, however, little is known about the common practice as well as bottlenecks faced by the community in tackling the research questions posed. To shed light on the status quo of algorithm development in the specific field of biomedical imaging analysis, we designed an international survey that was issued to all participants of challenges conducted in conjunction with the IEEE ISBI 2021 and MICCAI 2021 conferences (80 competitions in total). The survey covered participants' expertise and working environments, their chosen strategies, as well as algorithm characteristics. A median of 72% challenge participants took part in the survey. According to our results, knowledge exchange was the primary incentive (70%) for participation, while the reception of prize money played only a minor role (16%). While a median of 80 working hours was spent on method development, a large portion of participants stated that they did not have enough time for method development (32%). 25% perceived the infrastructure to be a bottleneck. Overall, 94% of all solutions were deep learning-based. Of these, 84% were based on standard architectures. 43% of the respondents reported that the data samples (e.g., images) were too large to be processed at once. This was most commonly addressed by patch-based training (69%), downsampling (37%), and solving 3D analysis tasks as a series of 2D tasks. K-fold cross-validation on the training set was performed by only 37% of the participants and only 50% of the participants performed ensembling based on multiple identical models (61%) or heterogeneous models (39%). 48% of the respondents applied postprocessing steps.
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Photometric stereo recovers the surface normals of an object from multiple images with varying shading cues, i.e., modeling the relationship between surface orientation and intensity at each pixel. Photometric stereo prevails in superior per-pixel resolution and fine reconstruction details. However, it is a complicated problem because of the non-linear relationship caused by non-Lambertian surface reflectance. Recently, various deep learning methods have shown a powerful ability in the context of photometric stereo against non-Lambertian surfaces. This paper provides a comprehensive review of existing deep learning-based calibrated photometric stereo methods. We first analyze these methods from different perspectives, including input processing, supervision, and network architecture. We summarize the performance of deep learning photometric stereo models on the most widely-used benchmark data set. This demonstrates the advanced performance of deep learning-based photometric stereo methods. Finally, we give suggestions and propose future research trends based on the limitations of existing models.
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Despite the current success of multilingual pre-training, most prior works focus on leveraging monolingual data or bilingual parallel data and overlooked the value of trilingual parallel data. This paper presents \textbf{Tri}angular Document-level \textbf{P}re-training (\textbf{TRIP}), which is the first in the field to extend the conventional monolingual and bilingual pre-training to a trilingual setting by (i) \textbf{Grafting} the same documents in two languages into one mixed document, and (ii) predicting the remaining one language as the reference translation. Our experiments on document-level MT and cross-lingual abstractive summarization show that TRIP brings by up to 3.65 d-BLEU points and 6.2 ROUGE-L points on three multilingual document-level machine translation benchmarks and one cross-lingual abstractive summarization benchmark, including multiple strong state-of-the-art (SOTA) scores. In-depth analysis indicates that TRIP improves document-level machine translation and captures better document contexts in at least three characteristics: (i) tense consistency, (ii) noun consistency and (iii) conjunction presence.
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For solving a broad class of nonconvex programming problems on an unbounded constraint set, we provide a self-adaptive step-size strategy that does not include line-search techniques and establishes the convergence of a generic approach under mild assumptions. Specifically, the objective function may not satisfy the convexity condition. Unlike descent line-search algorithms, it does not need a known Lipschitz constant to figure out how big the first step should be. The crucial feature of this process is the steady reduction of the step size until a certain condition is fulfilled. In particular, it can provide a new gradient projection approach to optimization problems with an unbounded constrained set. The correctness of the proposed method is verified by preliminary results from some computational examples. To demonstrate the effectiveness of the proposed technique for large-scale problems, we apply it to some experiments on machine learning, such as supervised feature selection, multi-variable logistic regressions and neural networks for classification.
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Video understanding is a growing field and a subject of intense research, which includes many interesting tasks to understanding both spatial and temporal information, e.g., action detection, action recognition, video captioning, video retrieval. One of the most challenging problems in video understanding is dealing with feature extraction, i.e. extract contextual visual representation from given untrimmed video due to the long and complicated temporal structure of unconstrained videos. Different from existing approaches, which apply a pre-trained backbone network as a black-box to extract visual representation, our approach aims to extract the most contextual information with an explainable mechanism. As we observed, humans typically perceive a video through the interactions between three main factors, i.e., the actors, the relevant objects, and the surrounding environment. Therefore, it is very crucial to design a contextual explainable video representation extraction that can capture each of such factors and model the relationships between them. In this paper, we discuss approaches, that incorporate the human perception process into modeling actors, objects, and the environment. We choose video paragraph captioning and temporal action detection to illustrate the effectiveness of human perception based-contextual representation in video understanding. Source code is publicly available at https://github.com/UARK-AICV/Video_Representation.
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Classical differential private DP-SGD implements individual clipping with random subsampling, which forces a mini-batch SGD approach. We provide a general differential private algorithmic framework that goes beyond DP-SGD and allows any possible first order optimizers (e.g., classical SGD and momentum based SGD approaches) in combination with batch clipping, which clips an aggregate of computed gradients rather than summing clipped gradients (as is done in individual clipping). The framework also admits sampling techniques beyond random subsampling such as shuffling. Our DP analysis follows the $f$-DP approach and introduces a new proof technique which allows us to also analyse group privacy. In particular, for $E$ epochs work and groups of size $g$, we show a $\sqrt{g E}$ DP dependency for batch clipping with shuffling. This is much better than the previously anticipated linear dependency in $g$ and is much better than the previously expected square root dependency on the total number of rounds within $E$ epochs which is generally much more than $\sqrt{E}$.
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