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We address the challenge of sound propagation simulations in 3D virtual rooms with moving sources, which have applications in virtual/augmented reality, game audio, and spatial computing. Solutions to the wave equation can describe wave phenomena such as diffraction and interference. However, simulating them using conventional numerical discretization methods with hundreds of source and receiver positions is intractable, making stimulating a sound field with moving sources impractical. To overcome this limitation, we propose using deep operator networks to approximate linear wave-equation operators. This enables the rapid prediction of sound propagation in realistic 3D acoustic scenes with moving sources, achieving millisecond-scale computations. By learning a compact surrogate model, we avoid the offline calculation and storage of impulse responses for all relevant source/listener pairs. Our experiments, including various complex scene geometries, show good agreement with reference solutions, with root mean squared errors ranging from 0.02 Pa to 0.10 Pa. Notably, our method signifies a paradigm shift as no prior machine learning approach has achieved precise predictions of complete wave fields within realistic domains. We anticipate that our findings will drive further exploration of deep neural operator methods, advancing research in immersive user experiences within virtual environments.$

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IFIP TC13 Conference on Human-Computer Interaction是人機交互領域的研究者和實踐者展示其工作的重要平臺。多年來,這些會議吸引了來自幾個國家和文化的研究人員。官網鏈接: · 整數線性規劃 · 黑塞矩陣 · 線性的 · 評論員 ·
2024 年 2 月 27 日

It is critical to deploy complicated neural network models on hardware with limited resources. This paper proposes a novel model quantization method, named the Low-Cost Proxy-Based Adaptive Mixed-Precision Model Quantization (LCPAQ), which contains three key modules. The hardware-aware module is designed by considering the hardware limitations, while an adaptive mixed-precision quantization module is developed to evaluate the quantization sensitivity by using the Hessian matrix and Pareto frontier techniques. Integer linear programming is used to fine-tune the quantization across different layers. Then the low-cost proxy neural architecture search module efficiently explores the ideal quantization hyperparameters. Experiments on the ImageNet demonstrate that the proposed LCPAQ achieves comparable or superior quantization accuracy to existing mixed-precision models. Notably, LCPAQ achieves 1/200 of the search time compared with existing methods, which provides a shortcut in practical quantization use for resource-limited devices.

An individualised head-related transfer function (HRTF) is very important for creating realistic virtual reality (VR) and augmented reality (AR) environments. However, acoustically measuring high-quality HRTFs requires expensive equipment and an acoustic lab setting. To overcome these limitations and to make this measurement more efficient HRTF upsampling has been exploited in the past where a high-resolution HRTF is created from a low-resolution one. This paper demonstrates how generative adversarial networks (GANs) can be applied to HRTF upsampling. We propose a novel approach that transforms the HRTF data for direct use with a convolutional super-resolution generative adversarial network (SRGAN). This new approach is benchmarked against three baselines: barycentric upsampling, spherical harmonic (SH) upsampling and an HRTF selection approach. Experimental results show that the proposed method outperforms all three baselines in terms of log-spectral distortion (LSD) and localisation performance using perceptual models when the input HRTF is sparse (less than 20 measured positions).

High-fidelity simulations of unsteady fluid flow are now possible with advancements in high-performance computing hardware and software frameworks. Since computational fluid dynamics (CFD) computations are dominated by linear algebraic routines, they can be significantly accelerated through massive parallelization on graphics processing units (GPUs). Thus, GPU implementation of high-fidelity CFD solvers is essential in reducing the turnaround time for quicker design space exploration. In the present work, an immersed boundary method (IBM) based in-house flow solver has been ported to the GPU using OpenACC, a compiler directive-based heterogeneous parallel programming framework. Out of various GPU porting pathways available, OpenACC was chosen because of its minimum code intrusion, low development time, and striking similarity with OpenMP, a similar directive-based shared memory programming framework. A detailed validation study and performance analysis of the parallel solver implementations on the CPU and GPU are presented. The GPU implementation shows a speedup up to the order $O(10)$ over the CPU parallel version and up to the order $O(10^2)$ over the serial code. The GPU implementation also scales well with increasing mesh size owing to the efficient utilization of the GPU processor cores.

Recent technological advancements in artificial intelligence and computer vision have enabled gait analysis on portable devices such as cell phones. However, most state-of-the-art vision-based systems still impose numerous constraints for capturing a patient's video, such as using a static camera and maintaining a specific distance from it. While these constraints are manageable under professional observation, they pose challenges in home settings. Another issue with most vision-based systems is their output, typically a classification label and confidence value, whose reliability is often questioned by medical professionals. This paper addresses these challenges by presenting a novel system for gait analysis robust to camera movements and providing explanations for its output. The study utilizes a dataset comprising videos of subjects wearing two types of Knee Ankle Foot Orthosis (KAFO), namely "Locked Knee" and "Semi-flexion," for mobility, along with metadata and ground truth for explanations. The ground truth highlights the statistical significance of seven features captured using motion capture systems to differentiate between the two gaits. To address camera movement challenges, the proposed system employs super-resolution and pose estimation during pre-processing. It then identifies the seven features - Stride Length, Step Length and Duration of single support of orthotic and non-orthotic leg, Cadence, and Speed - using the skeletal output of pose estimation. These features train a multi-layer perceptron, with its output explained by highlighting the features' contribution to classification. While most state-of-the-art systems struggle with processing the video or training on the proposed dataset, our system achieves an average accuracy of 94%. The model's explainability is validated using ground truth and can be considered reliable.

Interpolation of data on non-Euclidean spaces is an active research area fostered by its numerous applications. This work considers the Hermite interpolation problem: finding a sufficiently smooth manifold curve that interpolates a collection of data points on a Riemannian manifold while matching a prescribed derivative at each point. We propose a novel procedure relying on the general concept of retractions to solve this problem on a large class of manifolds, including those for which computing the Riemannian exponential or logarithmic maps is not straightforward, such as the manifold of fixed-rank matrices. We analyze the well-posedness of the method by introducing and showing the existence of retraction-convex sets, a generalization of geodesically convex sets. We extend to the manifold setting a classical result on the asymptotic interpolation error of Hermite interpolation. We finally illustrate these results and the effectiveness of the method with numerical experiments on the manifold of fixed-rank matrices and the Stiefel manifold of matrices with orthonormal columns.

Acoustic beamforming aims to focus acoustic signals to a specific direction and suppress undesirable interferences from other directions. Despite its flexibility and steerability, beamforming with circular microphone arrays suffers from significant performance degradation at frequencies corresponding to zeros of the Bessel functions. To conquer this constraint, baffled or concentric circular microphone arrays have been studied; however, the former needs a bulky baffle that interferes with the original sound field whereas the latter requires more microphones that increase the complexity and cost, both of which are undesirable in practical applications. To tackle this challenge, this paper proposes a circular microphone array equipped with virtual microphones, which resolves the performance degradation commonly associated with circular microphone arrays without resorting to physical modifications. The sound pressures at the virtual microphones are predicted from those measured by the physical microphones based on an acoustics-informed neural network, and then the sound pressures measured by the physical microphones and those predicted at the virtual microphones are integrated to design the beamformer. Experimental results demonstrate that the proposed approach not only eliminates the performance degradation but also suppresses spatial aliasing at high frequencies, thereby underscoring its promising potential.

We present Surjective Sequential Neural Likelihood (SSNL) estimation, a novel method for simulation-based inference in models where the evaluation of the likelihood function is not tractable and only a simulator that can generate synthetic data is available. SSNL fits a dimensionality-reducing surjective normalizing flow model and uses it as a surrogate likelihood function which allows for conventional Bayesian inference using either Markov chain Monte Carlo methods or variational inference. By embedding the data in a low-dimensional space, SSNL solves several issues previous likelihood-based methods had when applied to high-dimensional data sets that, for instance, contain non-informative data dimensions or lie along a lower-dimensional manifold. We evaluate SSNL on a wide variety of experiments and show that it generally outperforms contemporary methods used in simulation-based inference, for instance, on a challenging real-world example from astrophysics which models the magnetic field strength of the sun using a solar dynamo model.

We propose a novel algorithm for the support estimation of partially known Gaussian graphical models that incorporates prior information about the underlying graph. In contrast to classical approaches that provide a point estimate based on a maximum likelihood or a maximum a posteriori criterion using (simple) priors on the precision matrix, we consider a prior on the graph and rely on annealed Langevin diffusion to generate samples from the posterior distribution. Since the Langevin sampler requires access to the score function of the underlying graph prior, we use graph neural networks to effectively estimate the score from a graph dataset (either available beforehand or generated from a known distribution). Numerical experiments demonstrate the benefits of our approach.

In large-scale systems there are fundamental challenges when centralised techniques are used for task allocation. The number of interactions is limited by resource constraints such as on computation, storage, and network communication. We can increase scalability by implementing the system as a distributed task-allocation system, sharing tasks across many agents. However, this also increases the resource cost of communications and synchronisation, and is difficult to scale. In this paper we present four algorithms to solve these problems. The combination of these algorithms enable each agent to improve their task allocation strategy through reinforcement learning, while changing how much they explore the system in response to how optimal they believe their current strategy is, given their past experience. We focus on distributed agent systems where the agents' behaviours are constrained by resource usage limits, limiting agents to local rather than system-wide knowledge. We evaluate these algorithms in a simulated environment where agents are given a task composed of multiple subtasks that must be allocated to other agents with differing capabilities, to then carry out those tasks. We also simulate real-life system effects such as networking instability. Our solution is shown to solve the task allocation problem to 6.7% of the theoretical optimal within the system configurations considered. It provides 5x better performance recovery over no-knowledge retention approaches when system connectivity is impacted, and is tested against systems up to 100 agents with less than a 9% impact on the algorithms' performance.

Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.

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