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In recent years, there has been a growing interest in training Neural Networks to approximate Unsigned Distance Fields (UDFs) for representing open surfaces in the context of 3D reconstruction. However, UDFs are non-differentiable at the zero level set which leads to significant errors in distances and gradients, generally resulting in fragmented and discontinuous surfaces. In this paper, we propose to learn a hyperbolic scaling of the unsigned distance field, which defines a new Eikonal problem with distinct boundary conditions. This allows our formulation to integrate seamlessly with state-of-the-art continuously differentiable implicit neural representation networks, largely applied in the literature to represent signed distance fields. Our approach not only addresses the challenge of open surface representation but also demonstrates significant improvement in reconstruction quality and training performance. Moreover, the unlocked field's differentiability allows the accurate computation of essential topological properties such as normal directions and curvatures, pervasive in downstream tasks such as rendering. Through extensive experiments, we validate our approach across various data sets and against competitive baselines. The results demonstrate enhanced accuracy and up to an order of magnitude increase in speed compared to previous methods.

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The technique of Reinforcement Learning from Human Feedback (RLHF) is a commonly employed method to improve pre-trained Language Models (LM), enhancing their ability to conform to human preferences. Nevertheless, the current RLHF-based LMs necessitate full retraining each time novel queries or feedback are introduced, which becomes a challenging task because human preferences can vary between different domains or tasks. Retraining LMs poses practical difficulties in many real-world situations due to the significant time and computational resources required, along with concerns related to data privacy. To address this limitation, we propose a new method called Continual Optimal Policy Regularization (COPR), in which we compute the distribution of optimal policy bypassing the partition function and then regularize the current policy based on the historically optimal distribution to mitigate Catastrophic Forgetting (CF). COPR involves a single learning phase and doesn't necessitate complex reinforcement learning. Importantly, it shares the capability with RLHF to learn from unlabeled data by maintaining a scoring module, similar to reward model, making it flexible for continually learning without human feedback. Our experimental results show that COPR outperforms strong Continuous Learning (CL) baselines when it comes to consistently aligning with human preferences on incremental tasks and domains.

Recent innovations on text-to-3D generation have featured Score Distillation Sampling (SDS), which enables the zero-shot learning of implicit 3D models (NeRF) by directly distilling prior knowledge from 2D diffusion models. However, current SDS-based models still struggle with intricate text prompts and commonly result in distorted 3D models with unrealistic textures or cross-view inconsistency issues. In this work, we introduce a novel Visual Prompt-guided text-to-3D diffusion model (VP3D) that explicitly unleashes the visual appearance knowledge in 2D visual prompt to boost text-to-3D generation. Instead of solely supervising SDS with text prompt, VP3D first capitalizes on 2D diffusion model to generate a high-quality image from input text, which subsequently acts as visual prompt to strengthen SDS optimization with explicit visual appearance. Meanwhile, we couple the SDS optimization with additional differentiable reward function that encourages rendering images of 3D models to better visually align with 2D visual prompt and semantically match with text prompt. Through extensive experiments, we show that the 2D Visual Prompt in our VP3D significantly eases the learning of visual appearance of 3D models and thus leads to higher visual fidelity with more detailed textures. It is also appealing in view that when replacing the self-generating visual prompt with a given reference image, VP3D is able to trigger a new task of stylized text-to-3D generation. Our project page is available at //vp3d-cvpr24.github.io.

The effectiveness of Deep Neural Networks (DNNs) heavily relies on the abundance and accuracy of available training data. However, collecting and annotating data on a large scale is often both costly and time-intensive, particularly in medical cases where practitioners are already occupied with their duties. Moreover, ensuring that the model remains robust across various scenarios of image capture is crucial in medical domains, especially when dealing with ultrasound images that vary based on the settings of different devices and the manual operation of the transducer. To address this challenge, we introduce a novel pipeline called MEDDAP, which leverages Stable Diffusion (SD) models to augment existing small datasets by automatically generating new informative labeled samples. Pretrained checkpoints for SD are typically based on natural images, and training them for medical images requires significant GPU resources due to their heavy parameters. To overcome this challenge, we introduce USLoRA (Ultrasound Low-Rank Adaptation), a novel fine-tuning method tailored specifically for ultrasound applications. USLoRA allows for selective fine-tuning of weights within SD, requiring fewer than 0.1\% of parameters compared to fully fine-tuning only the UNet portion of SD. To enhance dataset diversity, we incorporate different adjectives into the generation process prompts, thereby desensitizing the classifiers to intensity changes across different images. This approach is inspired by clinicians' decision-making processes regarding breast tumors, where tumor shape often plays a more crucial role than intensity. In conclusion, our pipeline not only outperforms classifiers trained on the original dataset but also demonstrates superior performance when encountering unseen datasets. The source code is available at //github.com/yasamin-med/MEDDAP.

Cardinality estimation is a critical component and a longstanding challenge in modern data warehouses. ByteHouse, ByteDance's cloud-native engine for big data analysis in exabyte-scale environments, serves numerous internal decision-making business scenarios. With the increasing demand of ByteHouse, cardinality estimation becomes the bottleneck for efficiently processing queries. Specifically, the existing query optimizer of ByteHouse uses the traditional Selinger-like cardinality estimator, which can produce huge estimation errors, resulting in sub-optimal query plans. To improve cardinality estimation accuracy while maintaining a practical inference overhead, we develop ByteCard framework that enables efficient training/updating and integration of cardinality estimators. Furthermore, ByteCard adapts recent advances in cardinality estimation to build models that can balance accuracy and practicality (e.g., inference latency, model size, training/updating overhead). We observe significant query processing speed-up in ByteHouse after replacing the system's existing cardinality estimation with ByteCard's estimations for several optimization strategies. Evaluations on real-world datasets show the integration of ByteCard leads to an improvement of up to 30% in the 99th quantile of latency. At last, we share our valuable experience in engineering advanced cardinality estimators. We believe this experience can help other data warehouses integrate more accurate and sophisticated solutions on the critical path of query execution.

Although Large Language Models (LLMs) have made significant progress in code generation, they still struggle with code generation tasks in specific scenarios. These scenarios usually necessitate the adaptation of LLMs to fulfill specific needs, but the limited training samples available in practice lead to poor code generation performance. Therefore, how to effectively adapt LLMs to new scenarios with few training samples is a major challenge for current code generation. In this paper, we propose a novel adaptation approach named SEED, which stands for Sample-Efficient adaptation with Error-Driven learning for code generation. SEED leverages the errors made by LLMs as learning opportunities, using error revision to overcome its own shortcomings, thus achieving efficient learning. Specifically, SEED involves identifying error code generated by LLMs, employing Self-revise for code revision, optimizing the model with revised code, and iteratively adapting the process for continuous improvement. Experimental results show that, compared to other mainstream fine-tuning approaches, SEED achieves superior performance with few training samples, showing an average relative improvement of 54.7% in Pass@1 on multiple code generation benchmarks. We also validate the effectiveness of Self-revise, which generates revised code that optimizes the model more efficiently compared to the code samples from datasets. Moreover, SEED consistently demonstrates strong performance across various LLMs, underscoring its generalizability.

Navigating toward specific objects in unknown environments without additional training, known as Zero-Shot object navigation, poses a significant challenge in the field of robotics, which demands high levels of auxiliary information and strategic planning. Traditional works have focused on holistic solutions, overlooking the specific challenges agents encounter during navigation such as collision, low exploration efficiency, and misidentification of targets. To address these challenges, our work proposes TriHelper, a novel framework designed to assist agents dynamically through three primary navigation challenges: collision, exploration, and detection. Specifically, our framework consists of three innovative components: (i) Collision Helper, (ii) Exploration Helper, and (iii) Detection Helper. These components work collaboratively to solve these challenges throughout the navigation process. Experiments on the Habitat-Matterport 3D (HM3D) and Gibson datasets demonstrate that TriHelper significantly outperforms all existing baseline methods in Zero-Shot object navigation, showcasing superior success rates and exploration efficiency. Our ablation studies further underscore the effectiveness of each helper in addressing their respective challenges, notably enhancing the agent's navigation capabilities. By proposing TriHelper, we offer a fresh perspective on advancing the object navigation task, paving the way for future research in the domain of Embodied AI and visual-based navigation.

Data plays a fundamental role in the training of Large Language Models (LLMs). Effective data management, particularly in the formulation of a well-suited training dataset, holds significance for enhancing model performance and improving training efficiency during pretraining and supervised fine-tuning phases. Despite the considerable importance of data management, the current research community still falls short in providing a systematic analysis of the rationale behind management strategy selection, its consequential effects, methodologies for evaluating curated datasets, and the ongoing pursuit of improved strategies. Consequently, the exploration of data management has attracted more and more attention among the research community. This survey provides a comprehensive overview of current research in data management within both the pretraining and supervised fine-tuning stages of LLMs, covering various noteworthy aspects of data management strategy design: data quantity, data quality, domain/task composition, etc. Looking toward the future, we extrapolate existing challenges and outline promising directions for development in this field. Therefore, this survey serves as a guiding resource for practitioners aspiring to construct powerful LLMs through effective data management practices. The collection of the latest papers is available at //github.com/ZigeW/data_management_LLM.

We introduce Voyager, the first LLM-powered embodied lifelong learning agent in Minecraft that continuously explores the world, acquires diverse skills, and makes novel discoveries without human intervention. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent's abilities rapidly and alleviates catastrophic forgetting. Empirically, Voyager shows strong in-context lifelong learning capability and exhibits exceptional proficiency in playing Minecraft. It obtains 3.3x more unique items, travels 2.3x longer distances, and unlocks key tech tree milestones up to 15.3x faster than prior SOTA. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize. We open-source our full codebase and prompts at //voyager.minedojo.org/.

Despite the recent progress in Graph Neural Networks (GNNs), it remains challenging to explain the predictions made by GNNs. Existing explanation methods mainly focus on post-hoc explanations where another explanatory model is employed to provide explanations for a trained GNN. The fact that post-hoc methods fail to reveal the original reasoning process of GNNs raises the need of building GNNs with built-in interpretability. In this work, we propose Prototype Graph Neural Network (ProtGNN), which combines prototype learning with GNNs and provides a new perspective on the explanations of GNNs. In ProtGNN, the explanations are naturally derived from the case-based reasoning process and are actually used during classification. The prediction of ProtGNN is obtained by comparing the inputs to a few learned prototypes in the latent space. Furthermore, for better interpretability and higher efficiency, a novel conditional subgraph sampling module is incorporated to indicate which part of the input graph is most similar to each prototype in ProtGNN+. Finally, we evaluate our method on a wide range of datasets and perform concrete case studies. Extensive results show that ProtGNN and ProtGNN+ can provide inherent interpretability while achieving accuracy on par with the non-interpretable counterparts.

ASR (automatic speech recognition) systems like Siri, Alexa, Google Voice or Cortana has become quite popular recently. One of the key techniques enabling the practical use of such systems in people's daily life is deep learning. Though deep learning in computer vision is known to be vulnerable to adversarial perturbations, little is known whether such perturbations are still valid on the practical speech recognition. In this paper, we not only demonstrate such attacks can happen in reality, but also show that the attacks can be systematically conducted. To minimize users' attention, we choose to embed the voice commands into a song, called CommandSong. In this way, the song carrying the command can spread through radio, TV or even any media player installed in the portable devices like smartphones, potentially impacting millions of users in long distance. In particular, we overcome two major challenges: minimizing the revision of a song in the process of embedding commands, and letting the CommandSong spread through the air without losing the voice "command". Our evaluation demonstrates that we can craft random songs to "carry" any commands and the modify is extremely difficult to be noticed. Specially, the physical attack that we play the CommandSongs over the air and record them can success with 94 percentage.

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