人的大脑在观察一段时间后可以识别隐藏在严重退化的图像中的物体,这被称为尤里卡效应,可能与人类的创造力有关。先前的心理学研究表明,这种“尤里卡识别”的基础是多个随机活性重合的神经过程。在这里,我们构建了一个基于人造的神经网络模型,该模型模拟了人类尤里卡识别的特征。
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In this paper, we propose a low error rate and real-time stereo vision system on GPU. Many stereo vision systems on GPU have been proposed to date. In those systems, the error rates and the processing speed are in trade-off relationship. We propose a real-time stereo vision system on GPU for the high resolution images. This system also maintains a low error rate compared to other fast systems. In our approach, we have implemented the cost aggregation (CA), cross-checking and median filter on GPU in order to realize the real-time processing. Its processing speed is 40 fps for 1436x992 pixels images when the maximum disparity is 145, and its error rate is the lowest among the GPU systems which are faster than 30 fps.
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Mobile stereo-matching systems have become an important part of many applications, such as automated-driving vehicles and autonomous robots. Accurate stereo-matching methods usually lead to high computational complexity; however, mobile platforms have only limited hardware resources to keep their power consumption low; this makes it difficult to maintain both an acceptable processing speed and accuracy on mobile platforms. To resolve this trade-off, we herein propose a novel acceleration approach for the well-known zero-means normalized cross correlation (ZNCC) matching cost calculation algorithm on a Jetson Tx2 embedded GPU. In our method for accelerating ZNCC, target images are scanned in a zigzag fashion to efficiently reuse one pixel's computation for its neighboring pixels; this reduces the amount of data transmission and increases the utilization of on-chip registers, thus increasing the processing speed. As a result, our method is 2X faster than the traditional image scanning method, and 26% faster than the latest NCC method. By combining this technique with the domain transformation (DT) algorithm, our system show real-time processing speed of 32 fps, on a Jetson Tx2 GPU for 1,280x384 pixel images with a maximum disparity of 128. Additionally, the evaluation results on the KITTI 2015 benchmark show that our combined system is more accurate than the same algorithm combined with census by 7.26%, while maintaining almost the same processing speed.
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Removing reverb from reverberant music is a necessary technique to clean up audio for downstream music manipulations. Reverberation of music contains two categories, natural reverb, and artificial reverb. Artificial reverb has a wider diversity than natural reverb due to its various parameter setups and reverberation types. However, recent supervised dereverberation methods may fail because they rely on sufficiently diverse and numerous pairs of reverberant observations and retrieved data for training in order to be generalizable to unseen observations during inference. To resolve these problems, we propose an unsupervised method that can remove a general kind of artificial reverb for music without requiring pairs of data for training. The proposed method is based on diffusion models, where it initializes the unknown reverberation operator with a conventional signal processing technique and simultaneously refines the estimate with the help of diffusion models. We show through objective and perceptual evaluations that our method outperforms the current leading vocal dereverberation benchmarks.
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Score-based generative models learn a family of noise-conditional score functions corresponding to the data density perturbed with increasingly large amounts of noise. These perturbed data densities are tied together by the Fokker-Planck equation (FPE), a PDE governing the spatial-temporal evolution of a density undergoing a diffusion process. In this work, we derive a corresponding equation characterizing the noise-conditional scores of the perturbed data densities (i.e., their gradients), termed the score FPE. Surprisingly, despite impressive empirical performance, we observe that scores learned via denoising score matching (DSM) do not satisfy the underlying score FPE. We mathematically analyze three implications of satisfying the score FPE and a potential explanation for why the score FPE is not satisfied in practice. At last, we propose to regularize the DSM objective to enforce satisfaction of the score FPE, and show its effectiveness on synthetic data and MNIST.
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期望 - 最大化(EM)算法是一种简单的元叠加,当观察到的数据中缺少测量值或数据由可观察到的数据组成时,它已多年来用作统计推断的方法。它的一般属性进行了充分的研究,而且还有无数方法将其应用于个人问题。在本文中,我们介绍了$ em $ $ and算法,EM算法的信息几何公式及其扩展和应用程序以及各种问题。具体而言,我们将看到,可以制定一个异常稳定推理算法,用于计算通道容量的算法,概率单纯性的参数估计方法,特定的多变量分析方法,例如概率模型中的主要组件分析和模态回归中的主成分分析,基质分解和学习生成模型,这些模型最近从几何学角度引起了深度学习的关注。
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虽然减少方差方法在解决大规模优化问题方面取得了巨大成功,但其中许多人遭受了累积错误,因此应定期需要进行完整的梯度计算。在本文中,我们提出了一种用于有限的和非convex优化的单环算法(梯度估计器的单环方法),该算法不需要定期刷新梯度估计器,但实现了几乎最佳的梯度复杂性。与现有方法不同,雪橇具有多功能性的优势。 (i)二阶最优性,(ii)PL区域中的指数收敛性,以及(iii)在较小的数据异质性下较小的复杂性。我们通过利用这些有利的特性来构建有效的联合学习算法。我们展示了输出的一阶和二阶最优性,并在PL条件下提供分析。当本地预算足够大,并且客户少(Hessian-)〜异质时,该算法需要较少的通信回合,而不是现有方法,例如FedAvg,脚手架和Mime。我们方法的优势在数值实验中得到了验证。
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我们引入了责任感敏感安全性(RSS)的目标延长,这是一种基于规则的自动驾驶系统安全保证(ADS)的方法。制定RSS规则保证目标实现 - 除了原始RSS中的避免碰撞外,还需要进行长时间的操纵序列的复杂计划。为了应对复杂性,我们基于程序逻辑引入了一个构图推理框架,其中可以系统地为较小的子赛车制定RSS规则,并将它们组合起来以获取用于较大场景的RSS规则。作为框架的基础,我们介绍了一个程序逻辑DFHL,可满足连续的动态和安全条件。我们的框架介绍了基于DFHL的工作流程,用于导出目标感知RSS规则;我们也讨论其软件支持。我们在安全体系结构中使用RSS规则进行了实验评估。它的结果表明,目标感知RSS确实有效地实现了避免碰撞和目标实现目标。
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图形卷积是一种最近可扩展的方法,用于通过在多个层上汇总本地节点信息来对属性图进行深度特征学习。这样的层仅考虑向前模型中节点邻居的属性信息,并且不将全球网络结构的知识纳入学习任务。特别是,模块化功能提供了有关网络社区结构的方便信息。在这项工作中,我们通过将网络的社区结构保存目标纳入图卷积模型中,调查了对学习表示的质量的影响。我们通过在输出层中的成本函数中的明确正规化项和通过辅助层计算的附加损失项中通过两种方式结合目标。我们报告了在图形卷积体系结构中保存术语的社区结构的效果。对两个归因的分布图网络进行的实验评估表明,社区保护目标的合并提高了稀疏标签制度中的半监督节点分类精度。
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一个著名的矢量定量变分自动编码器(VQ-VAE)的问题是,学识渊博的离散表示形式仅使用代码书的全部容量的一小部分,也称为代码书崩溃。我们假设VQ-VAE的培训计划涉及一些精心设计的启发式方法,这是这个问题的基础。在本文中,我们提出了一种新的训练方案,该方案通过新颖的随机去量化和量化扩展标准VAE,称为随机量化变异自动编码器(SQ-VAE)。在SQ-VAE中,我们观察到一种趋势,即在训练的初始阶段进行量化是随机的,但逐渐收敛于确定性量化,我们称之为自宣传。我们的实验表明,SQ-VAE在不使用常见启发式方法的情况下改善了代码书的利用率。此外,我们从经验上表明,在视觉和语音相关的任务中,SQ-VAE优于VAE和VQ-VAE。
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