亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

Chinese landscape painting is a gem of Chinese cultural and artistic heritage that showcases the splendor of nature through the deep observations and imaginations of its painters. Limited by traditional techniques, these artworks were confined to static imagery in ancient times, leaving the dynamism of landscapes and the subtleties of artistic sentiment to the viewer's imagination. Recently, emerging text-to-video (T2V) diffusion methods have shown significant promise in video generation, providing hope for the creation of dynamic Chinese landscape paintings. However, challenges such as the lack of specific datasets, the intricacy of artistic styles, and the creation of extensive, high-quality videos pose difficulties for these models in generating Chinese landscape painting videos. In this paper, we propose CLV-HD (Chinese Landscape Video-High Definition), a novel T2V dataset for Chinese landscape painting videos, and ConCLVD (Controllable Chinese Landscape Video Diffusion), a T2V model that utilizes Stable Diffusion. Specifically, we present a motion module featuring a dual attention mechanism to capture the dynamic transformations of landscape imageries, alongside a noise adapter to leverage unsupervised contrastive learning in the latent space. Following the generation of keyframes, we employ optical flow for frame interpolation to enhance video smoothness. Our method not only retains the essence of the landscape painting imageries but also achieves dynamic transitions, significantly advancing the field of artistic video generation. The source code and dataset are available at //anonymous.4open.science/r/ConCLVD-EFE3.

相關內容

ACM/IEEE第23屆模型驅動工程語言和系統國際會議,是模型驅動軟件和系統工程的首要會議系列,由ACM-SIGSOFT和IEEE-TCSE支持組織。自1998年以來,模型涵蓋了建模的各個方面,從語言和方法到工具和應用程序。模特的參加者來自不同的背景,包括研究人員、學者、工程師和工業專業人士。MODELS 2019是一個論壇,參與者可以圍繞建模和模型驅動的軟件和系統交流前沿研究成果和創新實踐經驗。今年的版本將為建模社區提供進一步推進建模基礎的機會,并在網絡物理系統、嵌入式系統、社會技術系統、云計算、大數據、機器學習、安全、開源等新興領域提出建模的創新應用以及可持續性。 官網鏈接: · 監督學習 · Learning · 監督 · Performer ·
2024 年 6 月 4 日

The `Jacobi prior' is an alternative Bayesian method for predictive models. It performs better than well-known methods such as Lasso, Ridge, Elastic Net, and MCMC-based Horse-Shoe Prior, particularly in terms of prediction accuracy and run-time. This method is implemented for Gaussian process classification, adeptly handling a nonlinear decision boundary. The Jacobi prior demonstrates its capability to manage partitioned data across global servers, making it highly useful in distributed computing environments. Additionally, we show that the Jacobi prior is more than a hundred times faster than these methods while maintaining similar predictive accuracy. As the method is both fast and accurate, it is advantageous for organisations looking to reduce their environmental impact and meet ESG standards. To demonstrate the effectiveness of the Jacobi prior, we conducted a detailed simulation study with four experiments focusing on statistical consistency, accuracy, and speed. We also present two empirical studies: the first evaluates credit risk by analysing default probability using data from the U.S. Small Business Administration (SBA), and the second uses the Jacobi prior for classifying stars, quasars, and galaxies in a three-class problem using multinomial logit regression on data from the Sloan Digital Sky Survey. Different filters were used as features in this study. All codes and datasets for this paper are available in the following GitHub repository : //github.com/sourish-cmi/Jacobi-Prior/

The advancement of diffusion models has pushed the boundary of text-to-3D object generation. While it is straightforward to composite objects into a scene with reasonable geometry, it is nontrivial to texture such a scene perfectly due to style inconsistency and occlusions between objects. To tackle these problems, we propose a coarse-to-fine 3D scene texturing framework, referred to as RoomTex, to generate high-fidelity and style-consistent textures for untextured compositional scene meshes. In the coarse stage, RoomTex first unwraps the scene mesh to a panoramic depth map and leverages ControlNet to generate a room panorama, which is regarded as the coarse reference to ensure the global texture consistency. In the fine stage, based on the panoramic image and perspective depth maps, RoomTex will refine and texture every single object in the room iteratively along a series of selected camera views, until this object is completely painted. Moreover, we propose to maintain superior alignment between RGB and depth spaces via subtle edge detection methods. Extensive experiments show our method is capable of generating high-quality and diverse room textures, and more importantly, supporting interactive fine-grained texture control and flexible scene editing thanks to our inpainting-based framework and compositional mesh input. Our project page is available at //qwang666.github.io/RoomTex/.

Placement is a critical and challenging step of modern chip design, with routability being an essential indicator of placement quality. Current routability-oriented placers typically apply an iterative two-stage approach, wherein the first stage generates a placement solution, and the second stage provides non-differentiable routing results to heuristically improve the solution quality. This method hinders jointly optimizing the routability aspect during placement. To address this problem, this work introduces RoutePlacer, an end-to-end routability-aware placement method. It trains RouteGNN, a customized graph neural network, to efficiently and accurately predict routability by capturing and fusing geometric and topological representations of placements. Well-trained RouteGNN then serves as a differentiable approximation of routability, enabling end-to-end gradient-based routability optimization. In addition, RouteGNN can improve two-stage placers as a plug-and-play alternative to external routers. Our experiments on DREAMPlace, an open-source AI4EDA platform, show that RoutePlacer can reduce Total Overflow by up to 16% while maintaining routed wirelength, compared to the state-of-the-art; integrating RouteGNN within two-stage placers leads to a 44% reduction in Total Overflow without compromising wirelength.

Does the stethoscope in the picture make the adjacent person a doctor or a patient? This, of course, depends on the contextual relationship of the two objects. If it's obvious, why don't explanation methods for vision models use contextual information? In this paper, we (1) review the most popular methods of explaining computer vision models by pointing out that they do not take into account context information, (2) show examples of failures of popular XAI methods, (3) provide examples of real-world use cases where spatial context plays a significant role, (4) propose new research directions that may lead to better use of context information in explaining computer vision models, (5) argue that a change in approach to explanations is needed from 'where' to 'how'.

Human Mesh Recovery (HMR) from a single RGB image is a highly ambiguous problem, as similar 2D projections can correspond to multiple 3D interpretations. Nevertheless, most HMR methods overlook this ambiguity and make a single prediction without accounting for the associated uncertainty. A few approaches generate a distribution of human meshes, enabling the sampling of multiple predictions; however, none of them is competitive with the latest single-output model when making a single prediction. This work proposes a new approach based on masked generative modeling. By tokenizing the human pose and shape, we formulate the HMR task as generating a sequence of discrete tokens conditioned on an input image. We introduce MEGA, a MaskEd Generative Autoencoder trained to recover human meshes from images and partial human mesh token sequences. Given an image, our flexible generation scheme allows us to predict a single human mesh in deterministic mode or to generate multiple human meshes in stochastic mode. MEGA enables us to propose multiple outputs and to evaluate the uncertainty of the predictions. Experiments on in-the-wild benchmarks show that MEGA achieves state-of-the-art performance in deterministic and stochastic modes, outperforming single-output and multi-output approaches.

OpenTensor is a reproduction of AlphaTensor, which discovered a new algorithm that outperforms the state-of-the-art methods for matrix multiplication by Deep Reinforcement Learning (DRL). While AlphaTensor provides a promising framework for solving scientific problems, it is really hard to reproduce due to the massive tricks and lack of source codes. In this paper, we clean up the algorithm pipeline, clarify the technical details, and make some improvements to the training process. Computational results show that OpenTensor can successfully find efficient matrix multiplication algorithms.

We present CoDEx, a set of knowledge graph completion datasets extracted from Wikidata and Wikipedia that improve upon existing knowledge graph completion benchmarks in scope and level of difficulty. In terms of scope, CoDEx comprises three knowledge graphs varying in size and structure, multilingual descriptions of entities and relations, and tens of thousands of hard negative triples that are plausible but verified to be false. To characterize CoDEx, we contribute thorough empirical analyses and benchmarking experiments. First, we analyze each CoDEx dataset in terms of logical relation patterns. Next, we report baseline link prediction and triple classification results on CoDEx for five extensively tuned embedding models. Finally, we differentiate CoDEx from the popular FB15K-237 knowledge graph completion dataset by showing that CoDEx covers more diverse and interpretable content, and is a more difficult link prediction benchmark. Data, code, and pretrained models are available at //bit.ly/2EPbrJs.

The design of deep graph models still remains to be investigated and the crucial part is how to explore and exploit the knowledge from different hops of neighbors in an efficient way. In this paper, we propose a novel RNN-like deep graph neural network architecture by incorporating AdaBoost into the computation of network; and the proposed graph convolutional network called AdaGCN~(AdaBoosting Graph Convolutional Network) has the ability to efficiently extract knowledge from high-order neighbors and integrate knowledge from different hops of neighbors into the network in an AdaBoost way. We also present the architectural difference between AdaGCN and existing graph convolutional methods to show the benefits of our proposal. Finally, extensive experiments demonstrate the state-of-the-art prediction performance and the computational advantage of our approach AdaGCN.

We present MMKG, a collection of three knowledge graphs that contain both numerical features and (links to) images for all entities as well as entity alignments between pairs of KGs. Therefore, multi-relational link prediction and entity matching communities can benefit from this resource. We believe this data set has the potential to facilitate the development of novel multi-modal learning approaches for knowledge graphs.We validate the utility ofMMKG in the sameAs link prediction task with an extensive set of experiments. These experiments show that the task at hand benefits from learning of multiple feature types.

Generative Adversarial Networks (GANs) can produce images of surprising complexity and realism, but are generally modeled to sample from a single latent source ignoring the explicit spatial interaction between multiple entities that could be present in a scene. Capturing such complex interactions between different objects in the world, including their relative scaling, spatial layout, occlusion, or viewpoint transformation is a challenging problem. In this work, we propose to model object composition in a GAN framework as a self-consistent composition-decomposition network. Our model is conditioned on the object images from their marginal distributions to generate a realistic image from their joint distribution by explicitly learning the possible interactions. We evaluate our model through qualitative experiments and user evaluations in both the scenarios when either paired or unpaired examples for the individual object images and the joint scenes are given during training. Our results reveal that the learned model captures potential interactions between the two object domains given as input to output new instances of composed scene at test time in a reasonable fashion.

北京阿比特科技有限公司