The vision community has explored numerous pose guided human editing methods due to their extensive practical applications. Most of these methods still use an image-to-image formulation in which a single image is given as input to produce an edited image as output. However, the problem is ill-defined in cases when the target pose is significantly different from the input pose. Existing methods then resort to in-painting or style transfer to handle occlusions and preserve content. In this paper, we explore the utilization of multiple views to minimize the issue of missing information and generate an accurate representation of the underlying human model. To fuse the knowledge from multiple viewpoints, we design a selector network that takes the pose keypoints and texture from images and generates an interpretable per-pixel selection map. After that, the encodings from a separate network (trained on a single image human reposing task) are merged in the latent space. This enables us to generate accurate, precise, and visually coherent images for different editing tasks. We show the application of our network on 2 newly proposed tasks - Multi-view human reposing, and Mix-and-match human image generation. Additionally, we study the limitations of single-view editing and scenarios in which multi-view provides a much better alternative.
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我们旨在通过引入全面的分布式深度学习(DDL)探索器来解决此问题,该研究人员可以确定DDL在公共云上运行时遭受的各种执行“失速”。我们已经通过扩展先前的工作来估算两种类型的通信失速 - 互连和网络摊位来实现剖面。我们使用Profiler培训流行的DNN模型来表征各种AWS GPU实例,并列出了用户做出明智决定的优势和缺点。我们观察到,较昂贵的GPU实例可能不是所有DNN型号的性能最多,并且AWS可能会在次优的硬件互连资源分配次优。具体而言,与单个实例的培训相比,机内互连可以引入高达90%的DNN培训时间和网络连接的实例的通信开销,而与网络连接的实例可能会遭受高达5倍的速度。此外,我们对DNN宏观特征的影响进行建模,例如层的数量和通信摊位上的梯度数量。最后,我们为用户提出了一个基于衡量的建议模型,以降低DDL的公共云货币成本。
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Multiple studies have focused on predicting the prospective popularity of an online document as a whole, without paying attention to the contributions of its individual parts. We introduce the task of proactively forecasting popularities of sentences within online news documents solely utilizing their natural language content. We model sentence-specific popularity forecasting as a sequence regression task. For training our models, we curate InfoPop, the first dataset containing popularity labels for over 1.7 million sentences from over 50,000 online news documents. To the best of our knowledge, this is the first dataset automatically created using streams of incoming search engine queries to generate sentence-level popularity annotations. We propose a novel transfer learning approach involving sentence salience prediction as an auxiliary task. Our proposed technique coupled with a BERT-based neural model exceeds nDCG values of 0.8 for proactive sentence-specific popularity forecasting. Notably, our study presents a non-trivial takeaway: though popularity and salience are different concepts, transfer learning from salience prediction enhances popularity forecasting. We release InfoPop and make our code publicly available: https://github.com/sayarghoshroy/InfoPopularity
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With large-scale adaption to biometric based applications, security and privacy of biometrics is utmost important especially when operating in unsupervised online mode. This work proposes a novel approach for generating new artificial fingerprints also called proxy fingerprints that are natural looking, non-invertible, revocable and privacy preserving. These proxy biometrics can be generated from original ones only with the help of a user-specific key. Instead of using the original fingerprint, these proxy templates can be used anywhere with same convenience. The manuscripts walks through an interesting way in which proxy fingerprints of different types can be generated and how they can be combined with use-specific keys to provide revocability and cancelability in case of compromise. Using the proposed approach a proxy dataset is generated from samples belonging to Anguli fingerprint database. Matching experiments were performed on the new set which is 5 times larger than the original, and it was found that their performance is at par with 0 FAR and 0 FRR in the stolen key, safe key scenarios. Other parameters on revocability and diversity are also analyzed for protection performance.
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Deep neural networks (DNN) are prone to miscalibrated predictions, often exhibiting a mismatch between the predicted output and the associated confidence scores. Contemporary model calibration techniques mitigate the problem of overconfident predictions by pushing down the confidence of the winning class while increasing the confidence of the remaining classes across all test samples. However, from a deployment perspective, an ideal model is desired to (i) generate well-calibrated predictions for high-confidence samples with predicted probability say >0.95, and (ii) generate a higher proportion of legitimate high-confidence samples. To this end, we propose a novel regularization technique that can be used with classification losses, leading to state-of-the-art calibrated predictions at test time; From a deployment standpoint in safety-critical applications, only high-confidence samples from a well-calibrated model are of interest, as the remaining samples have to undergo manual inspection. Predictive confidence reduction of these potentially ``high-confidence samples'' is a downside of existing calibration approaches. We mitigate this by proposing a dynamic train-time data pruning strategy that prunes low-confidence samples every few epochs, providing an increase in "confident yet calibrated samples". We demonstrate state-of-the-art calibration performance across image classification benchmarks, reducing training time without much compromise in accuracy. We provide insights into why our dynamic pruning strategy that prunes low-confidence training samples leads to an increase in high-confidence samples at test time.
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Speech systems are sensitive to accent variations. This is especially challenging in the Indian context, with an abundance of languages but a dearth of linguistic studies characterising pronunciation variations. The growing number of L2 English speakers in India reinforces the need to study accents and L1-L2 interactions. We investigate the accents of Indian English (IE) speakers and report in detail our observations, both specific and common to all regions. In particular, we observe the phonemic variations and phonotactics occurring in the speakers' native languages and apply this to their English pronunciations. We demonstrate the influence of 18 Indian languages on IE by comparing the native language pronunciations with IE pronunciations obtained jointly from existing literature studies and phonetically annotated speech of 80 speakers. Consequently, we are able to validate the intuitions of Indian language influences on IE pronunciations by justifying pronunciation rules from the perspective of Indian language phonology. We obtain a comprehensive description in terms of universal and region-specific characteristics of IE, which facilitates accent conversion and adaptation of existing ASR and TTS systems to different Indian accents.
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With the steady emergence of community question answering (CQA) platforms like Quora, StackExchange, and WikiHow, users now have an unprecedented access to information on various kind of queries and tasks. Moreover, the rapid proliferation and localization of these platforms spanning geographic and linguistic boundaries offer a unique opportunity to study the task requirements and preferences of users in different socio-linguistic groups. In this study, we implement an entity-embedding model trained on a large longitudinal dataset of multi-lingual and task-oriented question-answer pairs to uncover and quantify the (i) prevalence and distribution of various online tasks across linguistic communities, and (ii) emerging and receding trends in task popularity over time in these communities. Our results show that there exists substantial variance in task preference as well as popularity trends across linguistic communities on the platform. Findings from this study will help Q&A platforms better curate and personalize content for non-English users, while also offering valuable insights to businesses looking to target non-English speaking communities online.
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In molecular research, simulation \& design of molecules are key areas with significant implications for drug development, material science, and other fields. Current classical computational power falls inadequate to simulate any more than small molecules, let alone protein chains on hundreds of peptide. Therefore these experiment are done physically in wet-lab, but it takes a lot of time \& not possible to examine every molecule due to the size of the search area, tens of billions of dollars are spent every year in these research experiments. Molecule simulation \& design has lately advanced significantly by machine learning models, A fresh perspective on the issue of chemical synthesis is provided by deep generative models for graph-structured data. By optimising differentiable models that produce molecular graphs directly, it is feasible to avoid costly search techniques in the discrete and huge space of chemical structures. But these models also suffer from computational limitations when dimensions become huge and consume huge amount of resources. Quantum Generative machine learning in recent years have shown some empirical results promising significant advantages over classical counterparts.
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Can we make virtual characters in a scene interact with their surrounding objects through simple instructions? Is it possible to synthesize such motion plausibly with a diverse set of objects and instructions? Inspired by these questions, we present the first framework to synthesize the full-body motion of virtual human characters performing specified actions with 3D objects placed within their reach. Our system takes as input textual instructions specifying the objects and the associated intentions of the virtual characters and outputs diverse sequences of full-body motions. This is in contrast to existing work, where full-body action synthesis methods generally do not consider object interactions, and human-object interaction methods focus mainly on synthesizing hand or finger movements for grasping objects. We accomplish our objective by designing an intent-driven full-body motion generator, which uses a pair of decoupled conditional variational autoencoders (CVAE) to learn the motion of the body parts in an autoregressive manner. We also optimize for the positions of the objects with six degrees of freedom (6DoF) such that they plausibly fit within the hands of the synthesized characters. We compare our proposed method with the existing methods of motion synthesis and establish a new and stronger state-of-the-art for the task of intent-driven motion synthesis. Through a user study, we further show that our synthesized full-body motions appear more realistic to the participants in more than 80% of scenarios compared to the current state-of-the-art methods, and are perceived to be as good as the ground truth on several occasions.
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Developing and least developed countries face the dire challenge of ensuring that each child in their country receives required doses of vaccination, adequate nutrition and proper medication. International agencies such as UNICEF, WHO and WFP, among other organizations, strive to find innovative solutions to determine which child has received the benefits and which have not. Biometric recognition systems have been sought out to help solve this problem. To that end, this report establishes a baseline accuracy of a commercial contactless palmprint recognition system that may be deployed for recognizing children in the age group of one to five years old. On a database of contactless palmprint images of one thousand unique palms from 500 children, we establish SOTA authentication accuracy of 90.85% @ FAR of 0.01%, rank-1 identification accuracy of 99.0% (closed set), and FPIR=0.01 @ FNIR=0.3 for open-set identification using PalmMobile SDK from Armatura.
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