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Neural radiance fields (NeRF) have demonstrated the potential of coordinate-based neural representation (neural fields or implicit neural representation) in neural rendering. However, using a multi-layer perceptron (MLP) to represent a 3D scene or object requires enormous computational resources and time. There have been recent studies on how to reduce these computational inefficiencies by using additional data structures, such as grids or trees. Despite the promising performance, the explicit data structure necessitates a substantial amount of memory. In this work, we present a method to reduce the size without compromising the advantages of having additional data structures. In detail, we propose using the wavelet transform on grid-based neural fields. Grid-based neural fields are for fast convergence, and the wavelet transform, whose efficiency has been demonstrated in high-performance standard codecs, is to improve the parameter efficiency of grids. Furthermore, in order to achieve a higher sparsity of grid coefficients while maintaining reconstruction quality, we present a novel trainable masking approach. Experimental results demonstrate that non-spatial grid coefficients, such as wavelet coefficients, are capable of attaining a higher level of sparsity than spatial grid coefficients, resulting in a more compact representation. With our proposed mask and compression pipeline, we achieved state-of-the-art performance within a memory budget of 2 MB. Our code is available at //github.com/daniel03c1/masked_wavelet_nerf.

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Neural Radiance Fields (NeRF) have been proposed for photorealistic novel view rendering. However, it requires many different views of one scene for training. Moreover, it has poor generalizations to new scenes and requires retraining or fine-tuning on each scene. In this paper, we develop a new NeRF model for novel view synthesis using only a single image as input. We propose to combine the (coarse) planar rendering and the (fine) volume rendering to achieve higher rendering quality and better generalizations. We also design a depth teacher net that predicts dense pseudo depth maps to supervise the joint rendering mechanism and boost the learning of consistent 3D geometry. We evaluate our method on three challenging datasets. It outperforms state-of-the-art single-view NeRFs by achieving 5$\sim$20\% improvements in PSNR and reducing 20$\sim$50\% of the errors in the depth rendering. It also shows excellent generalization abilities to unseen data without the need to fine-tune on each new scene.

Shape learning, or the ability to leverage shape information, could be a desirable property of convolutional neural networks (CNNs) when target objects have specific shapes. While some research on the topic is emerging, there is no systematic study to conclusively determine whether and under what circumstances CNNs learn shape. Here, we present such a study in the context of segmentation networks where shapes are particularly important. We define shape and propose a new behavioral metric to measure the extent to which a CNN utilizes shape information. We then execute a set of experiments with synthetic and real-world data to progressively uncover under which circumstances CNNs learn shape and what can be done to encourage such behavior. We conclude that (i) CNNs do not learn shape in typical settings but rather rely on other features available to identify the objects of interest, (ii) CNNs can learn shape, but only if the shape is the only feature available to identify the object, (iii) sufficiently large receptive field size relative to the size of target objects is necessary for shape learning; (iv) a limited set of augmentations can encourage shape learning; (v) learning shape is indeed useful in the presence of out-of-distribution data.

Neural Radiance Field (NeRF), a new novel view synthesis with implicit scene representation has taken the field of Computer Vision by storm. As a novel view synthesis and 3D reconstruction method, NeRF models find applications in robotics, urban mapping, autonomous navigation, virtual reality/augmented reality, and more. Since the original paper by Mildenhall et al., more than 250 preprints were published, with more than 100 eventually being accepted in tier one Computer Vision Conferences. Given NeRF popularity and the current interest in this research area, we believe it necessary to compile a comprehensive survey of NeRF papers from the past two years, which we organized into both architecture, and application based taxonomies. We also provide an introduction to the theory of NeRF based novel view synthesis, and a benchmark comparison of the performance and speed of key NeRF models. By creating this survey, we hope to introduce new researchers to NeRF, provide a helpful reference for influential works in this field, as well as motivate future research directions with our discussion section.

As previous representations for reinforcement learning cannot effectively incorporate a human-intuitive understanding of the 3D environment, they usually suffer from sub-optimal performances. In this paper, we present Semantic-aware Neural Radiance Fields for Reinforcement Learning (SNeRL), which jointly optimizes semantic-aware neural radiance fields (NeRF) with a convolutional encoder to learn 3D-aware neural implicit representation from multi-view images. We introduce 3D semantic and distilled feature fields in parallel to the RGB radiance fields in NeRF to learn semantic and object-centric representation for reinforcement learning. SNeRL outperforms not only previous pixel-based representations but also recent 3D-aware representations both in model-free and model-based reinforcement learning.

Instant on-device Neural Radiance Fields (NeRFs) are in growing demand for unleashing the promise of immersive AR/VR experiences, but are still limited by their prohibitive training time. Our profiling analysis reveals a memory-bound inefficiency in NeRF training. To tackle this inefficiency, near-memory processing (NMP) promises to be an effective solution, but also faces challenges due to the unique workloads of NeRFs, including the random hash table lookup, random point processing sequence, and heterogeneous bottleneck steps. Therefore, we propose the first NMP framework, Instant-NeRF, dedicated to enabling instant on-device NeRF training. Experiments on eight datasets consistently validate the effectiveness of Instant-NeRF.

The Internet of Things (IoT) boom has revolutionized almost every corner of people's daily lives: healthcare, home, transportation, manufacturing, supply chain, and so on. With the recent development of sensor and communication technologies, IoT devices including smart wearables, cameras, smartwatches, and autonomous vehicles can accurately measure and perceive their surrounding environment. Continuous sensing generates massive amounts of data and presents challenges for machine learning. Deep learning models (e.g., convolution neural networks and recurrent neural networks) have been extensively employed in solving IoT tasks by learning patterns from multi-modal sensory data. Graph Neural Networks (GNNs), an emerging and fast-growing family of neural network models, can capture complex interactions within sensor topology and have been demonstrated to achieve state-of-the-art results in numerous IoT learning tasks. In this survey, we present a comprehensive review of recent advances in the application of GNNs to the IoT field, including a deep dive analysis of GNN design in various IoT sensing environments, an overarching list of public data and source code from the collected publications, and future research directions. To keep track of newly published works, we collect representative papers and their open-source implementations and create a Github repository at //github.com/GuiminDong/GNN4IoT.

Heterogeneous graph neural networks (HGNNs) as an emerging technique have shown superior capacity of dealing with heterogeneous information network (HIN). However, most HGNNs follow a semi-supervised learning manner, which notably limits their wide use in reality since labels are usually scarce in real applications. Recently, contrastive learning, a self-supervised method, becomes one of the most exciting learning paradigms and shows great potential when there are no labels. In this paper, we study the problem of self-supervised HGNNs and propose a novel co-contrastive learning mechanism for HGNNs, named HeCo. Different from traditional contrastive learning which only focuses on contrasting positive and negative samples, HeCo employs cross-viewcontrastive mechanism. Specifically, two views of a HIN (network schema and meta-path views) are proposed to learn node embeddings, so as to capture both of local and high-order structures simultaneously. Then the cross-view contrastive learning, as well as a view mask mechanism, is proposed, which is able to extract the positive and negative embeddings from two views. This enables the two views to collaboratively supervise each other and finally learn high-level node embeddings. Moreover, two extensions of HeCo are designed to generate harder negative samples with high quality, which further boosts the performance of HeCo. Extensive experiments conducted on a variety of real-world networks show the superior performance of the proposed methods over the state-of-the-arts.

Graph neural networks (GNNs) have been widely used in representation learning on graphs and achieved state-of-the-art performance in tasks such as node classification and link prediction. However, most existing GNNs are designed to learn node representations on the fixed and homogeneous graphs. The limitations especially become problematic when learning representations on a misspecified graph or a heterogeneous graph that consists of various types of nodes and edges. In this paper, we propose Graph Transformer Networks (GTNs) that are capable of generating new graph structures, which involve identifying useful connections between unconnected nodes on the original graph, while learning effective node representation on the new graphs in an end-to-end fashion. Graph Transformer layer, a core layer of GTNs, learns a soft selection of edge types and composite relations for generating useful multi-hop connections so-called meta-paths. Our experiments show that GTNs learn new graph structures, based on data and tasks without domain knowledge, and yield powerful node representation via convolution on the new graphs. Without domain-specific graph preprocessing, GTNs achieved the best performance in all three benchmark node classification tasks against the state-of-the-art methods that require pre-defined meta-paths from domain knowledge.

Advanced methods of applying deep learning to structured data such as graphs have been proposed in recent years. In particular, studies have focused on generalizing convolutional neural networks to graph data, which includes redefining the convolution and the downsampling (pooling) operations for graphs. The method of generalizing the convolution operation to graphs has been proven to improve performance and is widely used. However, the method of applying downsampling to graphs is still difficult to perform and has room for improvement. In this paper, we propose a graph pooling method based on self-attention. Self-attention using graph convolution allows our pooling method to consider both node features and graph topology. To ensure a fair comparison, the same training procedures and model architectures were used for the existing pooling methods and our method. The experimental results demonstrate that our method achieves superior graph classification performance on the benchmark datasets using a reasonable number of parameters.

This work addresses a novel and challenging problem of estimating the full 3D hand shape and pose from a single RGB image. Most current methods in 3D hand analysis from monocular RGB images only focus on estimating the 3D locations of hand keypoints, which cannot fully express the 3D shape of hand. In contrast, we propose a Graph Convolutional Neural Network (Graph CNN) based method to reconstruct a full 3D mesh of hand surface that contains richer information of both 3D hand shape and pose. To train networks with full supervision, we create a large-scale synthetic dataset containing both ground truth 3D meshes and 3D poses. When fine-tuning the networks on real-world datasets without 3D ground truth, we propose a weakly-supervised approach by leveraging the depth map as a weak supervision in training. Through extensive evaluations on our proposed new datasets and two public datasets, we show that our proposed method can produce accurate and reasonable 3D hand mesh, and can achieve superior 3D hand pose estimation accuracy when compared with state-of-the-art methods.

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