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We propose the first algorithm for non-rigid 2D-to-3D shape matching, where the input is a 2D shape represented as a planar curve and a 3D shape represented as a surface; the output is a continuous curve on the surface. We cast the problem as finding the shortest circular path on the product 3-manifold of the surface and the curve. We prove that the optimal matching can be computed in polynomial time with a (worst-case) complexity of $O(mn^2\log(n))$, where $m$ and $n$ denote the number of vertices on the template curve and the 3D shape respectively. We also demonstrate that in practice the runtime is essentially linear in $m\!\cdot\! n$ making it an efficient method for shape analysis and shape retrieval. Quantitative evaluation confirms that the method provides excellent results for sketch-based deformable 3D shape retrieval.

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The vanishing ideal of a set of points $X\subseteq \mathbb{R}^n$ is the set of polynomials that evaluate to $0$ over all points $\mathbf{x} \in X$ and admits an efficient representation by a finite set of polynomials called generators. To accommodate the noise in the data set, we introduce the Conditional Gradients Approximately Vanishing Ideal algorithm (CGAVI) for the construction of the set of generators of the approximately vanishing ideal. The constructed set of generators captures polynomial structures in data and gives rise to a feature map that can, for example, be used in combination with a linear classifier for supervised learning. In CGAVI, we construct the set of generators by solving specific instances of (constrained) convex optimization problems with the Pairwise Frank-Wolfe algorithm (PFW). Among other things, the constructed generators inherit the LASSO generalization bound and not only vanish on the training but also on out-sample data. Moreover, CGAVI admits a compact representation of the approximately vanishing ideal by constructing few generators with sparse coefficient vectors.

We present PHORHUM, a novel, end-to-end trainable, deep neural network methodology for photorealistic 3D human reconstruction given just a monocular RGB image. Our pixel-aligned method estimates detailed 3D geometry and, for the first time, the unshaded surface color together with the scene illumination. Observing that 3D supervision alone is not sufficient for high fidelity color reconstruction, we introduce patch-based rendering losses that enable reliable color reconstruction on visible parts of the human, and detailed and plausible color estimation for the non-visible parts. Moreover, our method specifically addresses methodological and practical limitations of prior work in terms of representing geometry, albedo, and illumination effects, in an end-to-end model where factors can be effectively disentangled. In extensive experiments, we demonstrate the versatility and robustness of our approach. Our state-of-the-art results validate the method qualitatively and for different metrics, for both geometric and color reconstruction.

The freeform architectural modeling process often involves two important stages: concept design and digital modeling. In the first stage, architects usually sketch the overall 3D shape and the panel layout on a physical or digital paper briefly. In the second stage, a digital 3D model is created using the sketch as a reference. The digital model needs to incorporate geometric requirements for its components, such as the planarity of panels due to consideration of construction costs, which can make the modeling process more challenging. In this work, we present a novel sketch-based system to bridge the concept design and digital modeling of freeform roof-like shapes represented as planar quadrilateral (PQ) meshes. Our system allows the user to sketch the surface boundary and contour lines under axonometric projection and supports the sketching of occluded regions. In addition, the user can sketch feature lines to provide directional guidance to the PQ mesh layout. Given the 2D sketch input, we propose a deep neural network to infer in real-time the underlying surface shape along with a dense conjugate direction field, both of which are used to extract the final PQ mesh. To train and validate our network, we generate a large synthetic dataset that mimics architect sketching of freeform quadrilateral patches. The effectiveness and usability of our system are demonstrated with quantitative and qualitative evaluation as well as user studies.

Numerical solution of heterogeneous Helmholtz problems presents various computational challenges, with descriptive theory remaining out of reach for many popular approaches. Robustness and scalability are key for practical and reliable solvers in large-scale applications, especially for large wave number problems. In this work we explore the use of a GenEO-type coarse space to build a two-level additive Schwarz method applicable to highly indefinite Helmholtz problems. Through a range of numerical tests on a 2D model problem, discretised by finite elements on pollution-free meshes, we observe robust convergence, iteration counts that do not increase with the wave number, and good scalability of our approach. We further provide results showing a favourable comparison with the DtN coarse space. Our numerical study shows promise that our solver methodology can be effective for challenging heterogeneous applications.

In this paper, we propose a depth-first search (DFS) algorithm for searching maximum matchings in general graphs. Unlike blossom shrinking algorithms, which store all possible alternative alternating paths in the super-vertices shrunk from blossoms, the newly proposed algorithm does not involve blossom shrinking. The basic idea is to deflect the alternating path when facing blossoms. The algorithm maintains detour information in an auxiliary stack to minimize the redundant data structures. A benefit of our technique is to avoid spending time on shrinking and expanding blossoms. This DFS algorithm can determine a maximum matching of a general graph with $m$ edges and $n$ vertices in $O(mn)$ time with space complexity $O(n)$.

Covariance estimation for matrix-valued data has received an increasing interest in applications. Unlike previous works that rely heavily on matrix normal distribution assumption and the requirement of fixed matrix size, we propose a class of distribution-free regularized covariance estimation methods for high-dimensional matrix data under a separability condition and a bandable covariance structure. Under these conditions, the original covariance matrix is decomposed into a Kronecker product of two bandable small covariance matrices representing the variability over row and column directions. We formulate a unified framework for estimating bandable covariance, and introduce an efficient algorithm based on rank one unconstrained Kronecker product approximation. The convergence rates of the proposed estimators are established, and the derived minimax lower bound shows our proposed estimator is rate-optimal under certain divergence regimes of matrix size. We further introduce a class of robust covariance estimators and provide theoretical guarantees to deal with heavy-tailed data. We demonstrate the superior finite-sample performance of our methods using simulations and real applications from a gridded temperature anomalies dataset and a S&P 500 stock data analysis.

Locating 3D objects from a single RGB image via Perspective-n-Points (PnP) is a long-standing problem in computer vision. Driven by end-to-end deep learning, recent studies suggest interpreting PnP as a differentiable layer, so that 2D-3D point correspondences can be partly learned by backpropagating the gradient w.r.t. object pose. Yet, learning the entire set of unrestricted 2D-3D points from scratch fails to converge with existing approaches, since the deterministic pose is inherently non-differentiable. In this paper, we propose the EPro-PnP, a probabilistic PnP layer for general end-to-end pose estimation, which outputs a distribution of pose on the SE(3) manifold, essentially bringing categorical Softmax to the continuous domain. The 2D-3D coordinates and corresponding weights are treated as intermediate variables learned by minimizing the KL divergence between the predicted and target pose distribution. The underlying principle unifies the existing approaches and resembles the attention mechanism. EPro-PnP significantly outperforms competitive baselines, closing the gap between PnP-based method and the task-specific leaders on the LineMOD 6DoF pose estimation and nuScenes 3D object detection benchmarks.

With the field of rigid-body robotics having matured in the last fifty years, routing, planning, and manipulation of deformable objects have recently emerged as a more untouched research area in many fields ranging from surgical robotics to industrial assembly and construction. Routing approaches for deformable objects which rely on learned implicit spatial representations (e.g., Learning-from-Demonstration methods) make them vulnerable to changes in the environment and the specific setup. On the other hand, algorithms that entirely separate the spatial representation of the deformable object from the routing and manipulation, often using a representation approach independent of planning, result in slow planning in high dimensional space. This paper proposes a novel approach to routing deformable one-dimensional objects (e.g., wires, cables, ropes, sutures, threads). This approach utilizes a compact representation for the object, allowing efficient and fast online routing. The spatial representation is based on the geometrical decomposition of the space into convex subspaces, resulting in a discrete coding of the deformable object configuration as a sequence. With such a configuration, the routing problem can be solved using a fast dynamic programming sequence matching method that calculates the next routing move. The proposed method couples the routing and efficient configuration for improved planning time. Our simulation and real experiments show the method correctly computing the next manipulation action in sub-millisecond time and accomplishing various routing and manipulation tasks.

In the storied Colonel Blotto game, two colonels allocate $a$ and $b$ troops, respectively, to $k$ distinct battlefields. A colonel wins a battle if they assign more troops to that particular battle, and each colonel seeks to maximize their total number of victories. Despite the problem's formulation in 1921, the first polynomial-time algorithm to compute Nash equilibrium (NE) strategies for this game was discovered only quite recently. In 2016, \citep{ahmadinejad_dehghani_hajiaghayi_lucier_mahini_seddighin_2019} formulated a breakthrough algorithm to compute NE strategies for the Colonel Blotto game\footnote{To the best of our knowledge, the algorithm from \citep{ahmadinejad_dehghani_hajiaghayi_lucier_mahini_seddighin_2019} has computational complexity $O(k^{14}\max\{a,b\}^{13})$}, receiving substantial media coverage (e.g. \citep{Insider}, \citep{NSF}, \citep{ScienceDaily}). In this work, we present the first known $\epsilon$-approximation algorithm to compute NE strategies in the two-player Colonel Blotto game in runtime $\widetilde{O}(\epsilon^{-4} k^8 \max\{a,b\}^2)$ for arbitrary settings of these parameters. Moreover, this algorithm computes approximate coarse correlated equilibrium strategies in the multiplayer (continuous and discrete) Colonel Blotto game (when there are $\ell > 2$ colonels) with runtime $\widetilde{O}(\ell \epsilon^{-4} k^8 n^2 + \ell^2 \epsilon^{-2} k^3 n (n+k))$, where $n$ is the maximum troop count. Before this work, no polynomial-time algorithm was known to compute exact or approximate equilibrium (in any sense) strategies for multiplayer Colonel Blotto with arbitrary parameters. Our algorithm computes these approximate equilibria by a novel (to the author's knowledge) sampling technique with which we implicitly perform multiplicative weights update over the exponentially many strategies available to each player.

A High-dimensional and sparse (HiDS) matrix is frequently encountered in a big data-related application like an e-commerce system or a social network services system. To perform highly accurate representation learning on it is of great significance owing to the great desire of extracting latent knowledge and patterns from it. Latent factor analysis (LFA), which represents an HiDS matrix by learning the low-rank embeddings based on its observed entries only, is one of the most effective and efficient approaches to this issue. However, most existing LFA-based models perform such embeddings on a HiDS matrix directly without exploiting its hidden graph structures, thereby resulting in accuracy loss. To address this issue, this paper proposes a graph-incorporated latent factor analysis (GLFA) model. It adopts two-fold ideas: 1) a graph is constructed for identifying the hidden high-order interaction (HOI) among nodes described by an HiDS matrix, and 2) a recurrent LFA structure is carefully designed with the incorporation of HOI, thereby improving the representa-tion learning ability of a resultant model. Experimental results on three real-world datasets demonstrate that GLFA outperforms six state-of-the-art models in predicting the missing data of an HiDS matrix, which evidently supports its strong representation learning ability to HiDS data.

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