在计算机愿景中已经过了很长一段时间的3D表示和人体重建。传统方法主要依赖于参数统计线性模型,将可能的身体的空间限制在线性组合。近来,一些方法才试图利用人体建模的神经隐式表示,同时展示令人印象深刻的结果,它们是通过表示能力的限制或没有物理有意义和可控的。在这项工作中,我们提出了一种用于人体的新型神经隐含表示,其具有完全可分辨:无戒开的形状和姿势潜在空间的优化。与事先工作相反,我们的代表是基于运动模型设计的,这使得可以为姿势动画等任务提供可控制的表示,同时允许为3D配件和姿势跟踪等任务进行整形和姿势。我们的模型可以直接培训和精细调整,直接在具有精心设计的损失的非水密原始数据上。实验展示了SOTA方法的改进的3D重建性能,并显示了我们的方法来形状插值,模型拟合,姿势跟踪和运动重新定位的适用性。
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Inspired by foundational studies in classical and quantum physics, and by information retrieval studies in quantum information theory, we have recently proved that the notions of 'energy' and 'entropy' can be consistently introduced in human language and, more generally, in human culture. More explicitly, if energy is attributed to words according to their frequency of appearance in a text, then the ensuing energy levels are distributed non-classically, namely, they obey Bose-Einstein, rather than Maxwell-Boltzmann, statistics, as a consequence of the genuinely 'quantum indistinguishability' of the words that appear in the text. Secondly, the 'quantum entanglement' due to the way meaning is carried by a text reduces the (von Neumann) entropy of the words that appear in the text, a behaviour which cannot be explained within classical (thermodynamic or information) entropy. We claim here that this 'quantum-type behaviour is valid in general in human cognition', namely, any text is conceptually more concrete than the words composing it, which entails that the entropy of the overall text decreases. This result can be prolonged to human culture and its collaborative entities having lower entropy than their constituent elements. We use these findings to propose the development of a new 'non-classical thermodynamic theory for human cognition and human culture', which bridges concepts and quantum entities and agrees with some recent findings on the conceptual, not physical, nature of quantum entities.
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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 capture and animation of human hair are two of the major challenges in the creation of realistic avatars for the virtual reality. Both problems are highly challenging, because hair has complex geometry and appearance, as well as exhibits challenging motion. In this paper, we present a two-stage approach that models hair independently from the head to address these challenges in a data-driven manner. The first stage, state compression, learns a low-dimensional latent space of 3D hair states containing motion and appearance, via a novel autoencoder-as-a-tracker strategy. To better disentangle the hair and head in appearance learning, we employ multi-view hair segmentation masks in combination with a differentiable volumetric renderer. The second stage learns a novel hair dynamics model that performs temporal hair transfer based on the discovered latent codes. To enforce higher stability while driving our dynamics model, we employ the 3D point-cloud autoencoder from the compression stage for de-noising of the hair state. Our model outperforms the state of the art in novel view synthesis and is capable of creating novel hair animations without having to rely on hair observations as a driving signal.
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像许多团队运动一样,篮球涉及两组球员,他们从事合作和对抗性活动以赢得比赛。球员和团队正在执行各种复杂的策略,以比对手获得优势。定义,识别和分析不同类型的活动是体育分析中的一项重要任务,因为它可以导致球员和教练人员更好地策略和决策。本文的目的是自动识别篮球小组的活动,从跟踪代表玩家和球的位置的数据。我们在团队运动中提出了一种新颖的深度学习方法,以称为NETS。为了有效地对团队运动中的玩家关系进行建模,我们将基于变压器的体系结构与LSTM嵌入结合在一起,以及一个团队合并层以识别小组活动。培训这样的神经网络通常需要大量注释数据,这会产生高标签成本。为了解决手动标签的稀缺性,我们在自我监督的轨迹预测任务上生成弱标签并预处理神经网络。我们使用了从632个NBA游戏中的大型跟踪数据集来评估我们的方法。结果表明,NET能够以高准确性学习小组活动,并且网络中的自我监督训练对GAR的准确性产生了积极影响。
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执行联合互动需要持续相互监测自己的动作及其对对方行为的影响。这种行动效应的监测受到社会提示的提高,并可能导致越来越多的代理意识。共同行动和联合注意力严格相关,两者都有助于形成精确的时间协调。在人类机器人的互动中,机器人能够与人类伴侣建立共同关注并利用各种社会提示进行反应的能力是创建交流机器人的关键步骤。沿着社会组成部分,可以将有效的人类机器人互动视为改进和使机器人的学习过程更自然和健壮的新方法。在这项工作中,我们使用不同的社交技能,例如相互视线,凝视跟随,言语和人的面部识别,以开发有效的教师学习者场景,适用于动态环境中的视觉对象学习。 ICUB机器人的实验表明,该系统允许机器人通过与人类老师的自然互动来学习新对象,并在存在分心者的情况下学习。
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更改检测的目的(CD)是通过比较在不同时间拍摄的两张图像来检测变化。 CD的挑战性部分是跟踪用户想要突出显示的变化,例如新建筑物,并忽略了由于外部因素(例如环境,照明条件,雾或季节性变化)而引起的变化。深度学习领域的最新发展使研究人员能够在这一领域取得出色的表现。特别是,时空注意的不同机制允许利用从模型中提取的空间特征,并通过利用这两个可用图像来以时间方式将它们相关联。不利的一面是,这些模型已经变得越来越复杂且大,对于边缘应用来说通常是不可行的。当必须将模型应用于工业领域或需要实时性能的应用程序时,这些都是限制。在这项工作中,我们提出了一个名为TinyCD的新型模型,证明既轻量级又有效,能够实现较少参数13-150x的最新技术状态。在我们的方法中,我们利用了低级功能比较图像的重要性。为此,我们仅使用几个骨干块。此策略使我们能够保持网络参数的数量较低。为了构成从这两个图像中提取的特征,我们在参数方面引入了一种新颖的经济性,混合块能够在时空和时域中交叉相关的特征。最后,为了充分利用计算功能中包含的信息,我们定义了能够执行像素明智分类的PW-MLP块。源代码,模型和结果可在此处找到:https://github.com/andreacodegoni/tiny_model_4_cd
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近年来,人类面孔的影子化化身已经走了很长一段路,但是该地区的研究受到缺乏公开可用的高质量数据集的限制。在这项工作中,我们介绍了Multiface,这是一种新的多视图,高分辨率的人脸数据集,该数据集是从13个身份的神经面部渲染研究中收集的13个身份。我们介绍了Mugsy,这是一种大型多摄像机设备,可捕获面部表现的高分辨率同步视频。 Multiface的目的是缩小学术界高质量数据的可访问性的差距,并使VR触觉研究能够进行研究。随着数据集的释放,我们对不同模型体系结构对模型的新观点和表达式的插值能力进行消融研究。通过有条件的VAE模型作为我们的基线,我们发现添加空间偏见,纹理翘曲场和残差连接可改善新型视图合成的性能。我们的代码和数据可在以下网址获得:https://github.com/facebookresearch/multiface
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生成对抗网络(GAN)是能够合成数据样本的强大模型,与真实数据的分布非常相似,但是由于所谓的模式崩溃现象在gans中观察到了这些生成样品的多样性受到限制。尤其容易崩溃的是有条件的gan,它们倾向于忽略输入噪声矢量并专注于条件信息。提议减轻这种限制的最新方法增加了生成的样品的多样性,但是当需要样品相似性时,它们会降低模型的性能。为了解决这一缺点,我们提出了一种新颖的方法,可以选择性地增加GAN生成样品的多样性。通过在训练损失功能中添加简单但有效的正则化,我们鼓励发电机发现与不同输出相关的输入的新数据模式,同时为其余的输出生成一致的样本。更确切地说,我们最大化生成的图像与输入潜在向量之间的距离之比,根据给定条件输入的样品的多样性缩放效果。我们在合成基准测试中显示了我们方法的优势,以及在CERN LHC的Alice实验零度量热计中模拟数据的现实情况。
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我们开发了一种组合量子蒙特卡罗的准确性在描述与机器学习电位(MLP)的效率描述电子相关性的技术。我们使用内核线性回归与肥皂(平滑的重叠原子位置)方法结合使用,以非常有效的方式在此实现。关键成分是:i)一种基于最远点采样的稀疏技术,确保我们的MLP的一般性和可转换性和II)所谓的$ \ Delta $ -Learning,允许小型训练数据集,这是一种高度准确的基本属性但是计算地要求计算,例如基于量子蒙特卡罗的计算。作为第一个应用,我们通过强调这一非常高精度的重要性,展示了高压氢气液体过渡的基准研究,并显示了我们的MLP的高精度的重要性,实验室在实验中难以进行实验,以及实验理论仍然远非结论。
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