估计大规模森林AGB和精细的空间决议对于温室气体会计,监测和验证工作以减轻气候变化的范围变得越来越重要。机载LiDAR对于在包括AGB在内的森林结构的属性建模非常有价值,但大多数LiDAR收集都发生在涵盖不规则,不连续的足迹的本地或区域尺度上,导致不同景观细分市场在各个时间点进行拼布。在这里,作为纽约州(美国)全州森林碳评估的一部分,我们解决了利用激光雷达拼布在景观尺度上的雷达拼凑而成的障碍,包括选择培训数据,对预测的区域或覆盖范围的特定模式的调查错误,并绘制与多个量表的现场清单一致。三种机器学习算法和一个集合模型经过FIA场测量,空气传播的激光雷达和地形,气候和心形地理训练。使用一组严格的地块选择标准,选择了801个FIA图,并从17个叶子覆盖范围(2014-2019)的拼布中绘制的共同定位的点云(2014-2019)。我们的合奏模型用于在预测定义的适用性区域(占激光雷达覆盖率的98%)内生成30 m AGB的预测表面,并将所得的AGB图与FIA绘图级别和面积估计值进行比较。我们的模型总体准确(%RMSE 22-45%; MAE 11.6-29.4 mg ha $^{ - 1} $; me 2.4-6.3 mg ha $^{ - 1} $),解释了73-80%的领域 - 观察到的变化,并得出与FIA基于设计的估计值一致的估计值(FIA 95%CI中的估计值的89%)。我们分享实用的解决方案,以使用LIDAR的时空拼布面临的挑战来满足不断增长的AGB映射需求,以支持森林碳会计和生态系统中的应用。
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Novel plant communities reshape landscapes and pose challenges for land cover classification and mapping that can constrain research and stewardship efforts. In the US Northeast, emergence of low-statured woody vegetation, or shrublands, instead of secondary forests in post-agricultural landscapes is well-documented by field studies, but poorly understood from a landscape perspective, which limits the ability to systematically study and manage these lands. To address gaps in classification/mapping of low-statured cover types where they have been historically rare, we developed models to predict shrubland distributions at 30m resolution across New York State (NYS), using a stacked ensemble combining a random forest, gradient boosting machine, and artificial neural network to integrate remote sensing of structural (airborne LIDAR) and optical (satellite imagery) properties of vegetation cover. We first classified a 1m canopy height model (CHM), derived from a patchwork of available LIDAR coverages, to define shrubland presence/absence. Next, these non-contiguous maps were used to train a model ensemble based on temporally-segmented imagery to predict shrubland probability for the entire study landscape (NYS). Approximately 2.5% of the CHM coverage area was classified as shrubland. Models using Landsat predictors trained on the classified CHM were effective at identifying shrubland (test set AUC=0.893, real-world AUC=0.904), in discriminating between shrub/young forest and other cover classes, and produced qualitatively sensible maps, even when extending beyond the original training data. Our results suggest that incorporation of airborne LiDAR, even from a discontinuous patchwork of coverages, can improve land cover classification of historically rare but increasingly prevalent shrubland habitats across broader areas.
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我们概述了新兴机会和挑战,以提高AI对科学发现的效用。AI为行业的独特目标与AI科学的目标创造了识别模式中的识别模式与来自数据的发现模式之间的紧张。如果我们解决了与域驱动的科学模型和数据驱动的AI学习机之间的“弥补差距”相关的根本挑战,那么我们预计这些AI模型可以改变假说发电,科学发现和科学过程本身。
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While the capabilities of autonomous systems have been steadily improving in recent years, these systems still struggle to rapidly explore previously unknown environments without the aid of GPS-assisted navigation. The DARPA Subterranean (SubT) Challenge aimed to fast track the development of autonomous exploration systems by evaluating their performance in real-world underground search-and-rescue scenarios. Subterranean environments present a plethora of challenges for robotic systems, such as limited communications, complex topology, visually-degraded sensing, and harsh terrain. The presented solution enables long-term autonomy with minimal human supervision by combining a powerful and independent single-agent autonomy stack, with higher level mission management operating over a flexible mesh network. The autonomy suite deployed on quadruped and wheeled robots was fully independent, freeing the human supervision to loosely supervise the mission and make high-impact strategic decisions. We also discuss lessons learned from fielding our system at the SubT Final Event, relating to vehicle versatility, system adaptability, and re-configurable communications.
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KL-regularized reinforcement learning from expert demonstrations has proved successful in improving the sample efficiency of deep reinforcement learning algorithms, allowing them to be applied to challenging physical real-world tasks. However, we show that KL-regularized reinforcement learning with behavioral reference policies derived from expert demonstrations can suffer from pathological training dynamics that can lead to slow, unstable, and suboptimal online learning. We show empirically that the pathology occurs for commonly chosen behavioral policy classes and demonstrate its impact on sample efficiency and online policy performance. Finally, we show that the pathology can be remedied by non-parametric behavioral reference policies and that this allows KL-regularized reinforcement learning to significantly outperform state-of-the-art approaches on a variety of challenging locomotion and dexterous hand manipulation tasks.
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Wearable sensors for measuring head kinematics can be noisy due to imperfect interfaces with the body. Mouthguards are used to measure head kinematics during impacts in traumatic brain injury (TBI) studies, but deviations from reference kinematics can still occur due to potential looseness. In this study, deep learning is used to compensate for the imperfect interface and improve measurement accuracy. A set of one-dimensional convolutional neural network (1D-CNN) models was developed to denoise mouthguard kinematics measurements along three spatial axes of linear acceleration and angular velocity. The denoised kinematics had significantly reduced errors compared to reference kinematics, and reduced errors in brain injury criteria and tissue strain and strain rate calculated via finite element modeling. The 1D-CNN models were also tested on an on-field dataset of college football impacts and a post-mortem human subject dataset, with similar denoising effects observed. The models can be used to improve detection of head impacts and TBI risk evaluation, and potentially extended to other sensors measuring kinematics.
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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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The ability to create realistic, animatable and relightable head avatars from casual video sequences would open up wide ranging applications in communication and entertainment. Current methods either build on explicit 3D morphable meshes (3DMM) or exploit neural implicit representations. The former are limited by fixed topology, while the latter are non-trivial to deform and inefficient to render. Furthermore, existing approaches entangle lighting in the color estimation, thus they are limited in re-rendering the avatar in new environments. In contrast, we propose PointAvatar, a deformable point-based representation that disentangles the source color into intrinsic albedo and normal-dependent shading. We demonstrate that PointAvatar bridges the gap between existing mesh- and implicit representations, combining high-quality geometry and appearance with topological flexibility, ease of deformation and rendering efficiency. We show that our method is able to generate animatable 3D avatars using monocular videos from multiple sources including hand-held smartphones, laptop webcams and internet videos, achieving state-of-the-art quality in challenging cases where previous methods fail, e.g., thin hair strands, while being significantly more efficient in training than competing methods.
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We develop a novel framework for single-scene video anomaly localization that allows for human-understandable reasons for the decisions the system makes. We first learn general representations of objects and their motions (using deep networks) and then use these representations to build a high-level, location-dependent model of any particular scene. This model can be used to detect anomalies in new videos of the same scene. Importantly, our approach is explainable - our high-level appearance and motion features can provide human-understandable reasons for why any part of a video is classified as normal or anomalous. We conduct experiments on standard video anomaly detection datasets (Street Scene, CUHK Avenue, ShanghaiTech and UCSD Ped1, Ped2) and show significant improvements over the previous state-of-the-art.
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The combination of artist-curated scans, and deep implicit functions (IF), is enabling the creation of detailed, clothed, 3D humans from images. However, existing methods are far from perfect. IF-based methods recover free-form geometry but produce disembodied limbs or degenerate shapes for unseen poses or clothes. To increase robustness for these cases, existing work uses an explicit parametric body model to constrain surface reconstruction, but this limits the recovery of free-form surfaces such as loose clothing that deviates from the body. What we want is a method that combines the best properties of implicit and explicit methods. To this end, we make two key observations: (1) current networks are better at inferring detailed 2D maps than full-3D surfaces, and (2) a parametric model can be seen as a "canvas" for stitching together detailed surface patches. ECON infers high-fidelity 3D humans even in loose clothes and challenging poses, while having realistic faces and fingers. This goes beyond previous methods. Quantitative, evaluation of the CAPE and Renderpeople datasets shows that ECON is more accurate than the state of the art. Perceptual studies also show that ECON's perceived realism is better by a large margin. Code and models are available for research purposes at https://xiuyuliang.cn/econ
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