COVID-19大流行对全球医疗保健系统造成了沉重的负担,并造成了巨大的社会破坏和经济损失。已经提出了许多深度学习模型来执行临床预测任务,例如使用电子健康记录(EHR)数据在重症监护病房中为Covid-19患者的死亡率预测。尽管在某些临床应用中取得了最初的成功,但目前缺乏基准测试结果来获得公平的比较,因此我们可以选择最佳模型以供临床使用。此外,传统预测任务的制定与重症监护现实世界的临床实践之间存在差异。为了填补这些空白,我们提出了两项​​临床预测任务,特定于结局的预测和重症监护病房中的COVID-19患者的早期死亡率预测。这两个任务是根据幼稚的停车时间和死亡率预测任务的改编,以适应COVID-19患者的临床实践。我们提出了公平,详细的开源数据预处管道,并评估了两项任务的17个最先进的预测模型,包括5个机器学习模型,6种基本的深度学习模型和6种专门为EHR设计的深度学习预测模型数据。我们使用来自两个现实世界Covid-19 EHR数据集的数据提供基准测试结果。这两个数据集都可以公开可用,而无需任何查询,并且可以根据要求访问一个数据集。我们为两项任务提供公平,可重复的基准测试结果。我们在在线平台上部署所有实验结果和模型。我们还允许临床医生和研究人员将其数据上传到平台上,并使用训练有素的模型快速获得预测结果。我们希望我们的努力能够进一步促进Covid-19预测建模的深度学习和机器学习研究。
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反转生成对抗网络(GAN)可以使用预训练的发电机来促进广泛的图像编辑任务。现有方法通常采用gan的潜在空间作为反转空间,但观察到空间细节的恢复不足。在这项工作中,我们建议涉及发电机的填充空间,以通过空间信息补充潜在空间。具体来说,我们替换具有某些实例感知系数的卷积层中使用的恒定填充(例如,通常为零)。通过这种方式,可以适当地适当地适应了预训练模型中假定的归纳偏差以适合每个单独的图像。通过学习精心设计的编码器,我们设法在定性和定量上提高了反演质量,超过了现有的替代方案。然后,我们证明了这样的空间扩展几乎不会影响天然甘纳的歧管,因此我们仍然可以重复使用甘斯(Gans)对各种下游应用学到的先验知识。除了在先前的艺术中探讨的编辑任务外,我们的方法还可以进行更灵活的图像操纵,例如对面部轮廓和面部细节的单独控制,并启用一种新颖的编辑方式,用户可以高效地自定义自己的操作。
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尽管在生成对抗网络(GAN)的潜在空间中,语义发现迅速发展,但现有方法要么仅限于找到全局属性,要么依靠许多细分掩码来识别本地属性。在这项工作中,我们提出了一种高效的算法,以分解甘恩学到的关于任意图像区域的潜在语义。具体而言,我们重新审视了预先训练的gan的局部操纵任务,并将基于区域的语义发现作为双重优化问题。通过适当定义的广义雷利商,我们设法解决了这个问题,而无需任何注释或培训。对各种最先进的GAN模型的实验结果证明了我们的方法的有效性,以及它优于先前艺术在精确控制,区域鲁棒性,实施速度和使用简单性方面的优势。
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这项工作旨在将在一个图像域上预先训练的生成的对抗网络(GaN)转移到新域名,其仅仅是只有一个目标图像。主要挑战是,在有限的监督下,综合照片现实和高度多样化的图像非常困难,同时获取目标的代表性。不同于采用Vanilla微调策略的现有方法,我们分别将两个轻量级模块导入发电机和鉴别器。具体地,我们将属性适配器引入发电机中冻结其原始参数,通过该参数,它可以通过其重复利用现有知识,因此保持合成质量和多样性。然后,我们用一个属性分类器装备了学习良好的鉴别器骨干,以确保生成器从引用中捕获相应的字符。此外,考虑到培训数据的多样性差(即,只有一个图像),我们建议在培训过程中建议在生成域中的多样性限制,减轻优化难度。我们的方法在各种环境下提出了吸引力的结果,基本上超越了最先进的替代方案,特别是在合成多样性方面。明显的是,我们的方法即使具有大域间隙,并且在几分钟内为每个实验提供鲁棒地收敛。
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Existing 3D-aware image synthesis approaches mainly focus on generating a single canonical object and show limited capacity in composing a complex scene containing a variety of objects. This work presents DisCoScene: a 3Daware generative model for high-quality and controllable scene synthesis. The key ingredient of our method is a very abstract object-level representation (i.e., 3D bounding boxes without semantic annotation) as the scene layout prior, which is simple to obtain, general to describe various scene contents, and yet informative to disentangle objects and background. Moreover, it serves as an intuitive user control for scene editing. Based on such a prior, the proposed model spatially disentangles the whole scene into object-centric generative radiance fields by learning on only 2D images with the global-local discrimination. Our model obtains the generation fidelity and editing flexibility of individual objects while being able to efficiently compose objects and the background into a complete scene. We demonstrate state-of-the-art performance on many scene datasets, including the challenging Waymo outdoor dataset. Project page: https://snap-research.github.io/discoscene/
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Video generation requires synthesizing consistent and persistent frames with dynamic content over time. This work investigates modeling the temporal relations for composing video with arbitrary length, from a few frames to even infinite, using generative adversarial networks (GANs). First, towards composing adjacent frames, we show that the alias-free operation for single image generation, together with adequately pre-learned knowledge, brings a smooth frame transition without compromising the per-frame quality. Second, by incorporating the temporal shift module (TSM), originally designed for video understanding, into the discriminator, we manage to advance the generator in synthesizing more consistent dynamics. Third, we develop a novel B-Spline based motion representation to ensure temporal smoothness to achieve infinite-length video generation. It can go beyond the frame number used in training. A low-rank temporal modulation is also proposed to alleviate repeating contents for long video generation. We evaluate our approach on various datasets and show substantial improvements over video generation baselines. Code and models will be publicly available at https://genforce.github.io/StyleSV.
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Generative adversarial network (GAN) is formulated as a two-player game between a generator (G) and a discriminator (D), where D is asked to differentiate whether an image comes from real data or is produced by G. Under such a formulation, D plays as the rule maker and hence tends to dominate the competition. Towards a fairer game in GANs, we propose a new paradigm for adversarial training, which makes G assign a task to D as well. Specifically, given an image, we expect D to extract representative features that can be adequately decoded by G to reconstruct the input. That way, instead of learning freely, D is urged to align with the view of G for domain classification. Experimental results on various datasets demonstrate the substantial superiority of our approach over the baselines. For instance, we improve the FID of StyleGAN2 from 4.30 to 2.55 on LSUN Bedroom and from 4.04 to 2.82 on LSUN Church. We believe that the pioneering attempt present in this work could inspire the community with better designed generator-leading tasks for GAN improvement.
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The deep learning community has witnessed an exponentially growing interest in self-supervised learning (SSL). However, it still remains unexplored how to build a framework for learning useful representations of raw music waveforms in a self-supervised manner. In this work, we design Music2Vec, a framework exploring different SSL algorithmic components and tricks for music audio recordings. Our model achieves comparable results to the state-of-the-art (SOTA) music SSL model Jukebox, despite being significantly smaller with less than 2% of parameters of the latter. The model will be released on Huggingface(Please refer to: https://huggingface.co/m-a-p/music2vec-v1)
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Generative models, as an important family of statistical modeling, target learning the observed data distribution via generating new instances. Along with the rise of neural networks, deep generative models, such as variational autoencoders (VAEs) and generative adversarial network (GANs), have made tremendous progress in 2D image synthesis. Recently, researchers switch their attentions from the 2D space to the 3D space considering that 3D data better aligns with our physical world and hence enjoys great potential in practice. However, unlike a 2D image, which owns an efficient representation (i.e., pixel grid) by nature, representing 3D data could face far more challenges. Concretely, we would expect an ideal 3D representation to be capable enough to model shapes and appearances in details, and to be highly efficient so as to model high-resolution data with fast speed and low memory cost. However, existing 3D representations, such as point clouds, meshes, and recent neural fields, usually fail to meet the above requirements simultaneously. In this survey, we make a thorough review of the development of 3D generation, including 3D shape generation and 3D-aware image synthesis, from the perspectives of both algorithms and more importantly representations. We hope that our discussion could help the community track the evolution of this field and further spark some innovative ideas to advance this challenging task.
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人类不断与日常对象互动以完成任务。为了了解这种相互作用,计算机需要从观察全身与场景的全身相互作用的相机中重建这些相互作用。由于身体和物体之间的阻塞,运动模糊,深度/比例模棱两可以及手和可抓握的物体零件的低图像分辨率,这是具有挑战性的。为了使问题可以解决,社区要么专注于互动的手,忽略身体或互动的身体,无视双手。 Grab数据集解决了灵活的全身互动,但使用基于标记的MOCAP并缺少图像,而行为则捕获了身体对象互动的视频,但缺乏手动细节。我们使用参数全身模型SMPL-X和已知的对象网格来解决一种新的方法,该方法与Intercap的先前工作局限性,该方法是一种新的方法,可重建从多视图RGB-D数据进行交互的整体和对象。为了应对上述挑战,Intercap使用了两个关键观察:(i)可以使用手和物体之间的接触来改善两者的姿势估计。 (ii)Azure Kinect传感器使我们能够建立一个简单的多视图RGB-D捕获系统,该系统在提供合理的相机间同步时最小化遮挡的效果。使用此方法,我们捕获了Intercap数据集,其中包含10个受试者(5名男性和5个女性)与10个各种尺寸和负担的物体相互作用,包括与手或脚接触。 Intercap总共有223个RGB-D视频,产生了67,357个多视图帧,每个帧包含6个RGB-D图像。我们的方法为每个视频框架提供了伪真正的身体网格和对象。我们的Intercap方法和数据集填补了文献中的重要空白,并支持许多研究方向。我们的数据和代码可用于研究目的。
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