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Automating end-to-end Exploratory Data Analysis (AutoEDA) is a challenging open problem, often tackled through Reinforcement Learning (RL) by learning to predict a sequence of analysis operations (FILTER, GROUP, etc). Defining rewards for each operation is a challenging task and existing methods rely on various \emph{interestingness measures} to craft reward functions to capture the importance of each operation. In this work, we argue that not all of the essential features of what makes an operation important can be accurately captured mathematically using rewards. We propose an AutoEDA model trained through imitation learning from expert EDA sessions, bypassing the need for manually defined interestingness measures. Our method, based on generative adversarial imitation learning (GAIL), generalizes well across datasets, even with limited expert data. We also introduce a novel approach for generating synthetic EDA demonstrations for training. Our method outperforms the existing state-of-the-art end-to-end EDA approach on benchmarks by upto 3x, showing strong performance and generalization, while naturally capturing diverse interestingness measures in generated EDA sessions.

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We present TimeWalker, a novel framework that models realistic, full-scale 3D head avatars of a person on lifelong scale. Unlike current human head avatar pipelines that capture identity at the momentary level(e.g., instant photography or short videos), TimeWalker constructs a person's comprehensive identity from unstructured data collection over his/her various life stages, offering a paradigm to achieve full reconstruction and animation of that person at different moments of life. At the heart of TimeWalker's success is a novel neural parametric model that learns personalized representation with the disentanglement of shape, expression, and appearance across ages. Central to our methodology are the concepts of two aspects: (1) We track back to the principle of modeling a person's identity in an additive combination of average head representation in the canonical space, and moment-specific head attribute representations driven from a set of neural head basis. To learn the set of head basis that could represent the comprehensive head variations in a compact manner, we propose a Dynamic Neural Basis-Blending Module (Dynamo). It dynamically adjusts the number and blend weights of neural head bases, according to both shared and specific traits of the target person over ages. (2) Dynamic 2D Gaussian Splatting (DNA-2DGS), an extension of Gaussian splatting representation, to model head motion deformations like facial expressions without losing the realism of rendering and reconstruction. DNA-2DGS includes a set of controllable 2D oriented planar Gaussian disks that utilize the priors from parametric model, and move/rotate with the change of expression. Through extensive experimental evaluations, we show TimeWalker's ability to reconstruct and animate avatars across decoupled dimensions with realistic rendering effects, demonstrating a way to achieve personalized 'time traveling' in a breeze.

4D LiDAR semantic segmentation, also referred to as multi-scan semantic segmentation, plays a crucial role in enhancing the environmental understanding capabilities of autonomous vehicles or robots. It classifies the semantic category of each LiDAR measurement point and detects whether it is dynamic, a critical ability for tasks like obstacle avoidance and autonomous navigation. Existing approaches often rely on computationally heavy 4D convolutions or recursive networks, which result in poor real-time performance, making them unsuitable for online robotics and autonomous driving applications. In this paper, we introduce SegNet4D, a novel real-time 4D semantic segmentation network offering both efficiency and strong semantic understanding. SegNet4D addresses 4D segmentation as two tasks: single-scan semantic segmentation and moving object segmentation, each tackled by a separate network head. Both results are combined in a motion-semantic fusion module to achieve comprehensive 4D segmentation. Additionally, instance information is extracted from the current scan and exploited for instance-wise segmentation consistency. Our approach surpasses state-of-the-art in both multi-scan semantic segmentation and moving object segmentation while offering greater efficiency, enabling real-time operation. Besides, its effectiveness and efficiency have also been validated on a real-world unmanned ground platform. Our code will be released at //github.com/nubot-nudt/SegNet4D.

Despite the recent success of two-stage prototypical networks in few-shot named entity recognition (NER), challenges such as over/under-detected false spans in the span detection stage and unaligned entity prototypes in the type classification stage persist. Additionally, LLMs have not proven to be effective few-shot information extractors in general. In this paper, we propose an approach called Boundary-Aware LLMs for Few-Shot Named Entity Recognition to address these issues. We introduce a boundary-aware contrastive learning strategy to enhance the LLM's ability to perceive entity boundaries for generalized entity spans. Additionally, we utilize LoRAHub to align information from the target domain to the source domain, thereby enhancing adaptive cross-domain classification capabilities. Extensive experiments across various benchmarks demonstrate that our framework outperforms prior methods, validating its effectiveness. In particular, the proposed strategies demonstrate effectiveness across a range of LLM architectures. The code and data are released on //github.com/UESTC-GQJ/BANER.

Recent advancements in neural rendering, particularly 2D Gaussian Splatting (2DGS), have shown promising results for jointly reconstructing fine appearance and geometry by leveraging 2D Gaussian surfels. However, current methods face significant challenges when rendering at arbitrary viewpoints, such as anti-aliasing for down-sampled rendering, and texture detail preservation for high-resolution rendering. We proposed a novel method to align the 2D surfels with texture maps and augment it with per-ray depth sorting and fisher-based pruning for rendering consistency and efficiency. With correct order, per-surfel texture maps significantly improve the capabilities to capture fine details. Additionally, to render high-fidelity details in varying viewpoints, we designed a frustum-based sampling method to mitigate the aliasing artifacts. Experimental results on benchmarks and our custom texture-rich dataset demonstrate that our method surpasses existing techniques, particularly in detail preservation and anti-aliasing.

In this work, we propose a novel method (GLOV) enabling Large Language Models (LLMs) to act as implicit Optimizers for Vision-Langugage Models (VLMs) to enhance downstream vision tasks. Our GLOV meta-prompts an LLM with the downstream task description, querying it for suitable VLM prompts (e.g., for zero-shot classification with CLIP). These prompts are ranked according to a purity measure obtained through a fitness function. In each respective optimization step, the ranked prompts are fed as in-context examples (with their accuracies) to equip the LLM with the knowledge of the type of text prompts preferred by the downstream VLM. Furthermore, we also explicitly steer the LLM generation process in each optimization step by specifically adding an offset difference vector of the embeddings from the positive and negative solutions found by the LLM, in previous optimization steps, to the intermediate layer of the network for the next generation step. This offset vector steers the LLM generation toward the type of language preferred by the downstream VLM, resulting in enhanced performance on the downstream vision tasks. We comprehensively evaluate our GLOV on 16 diverse datasets using two families of VLMs, i.e., dual-encoder (e.g., CLIP) and encoder-decoder (e.g., LLaVa) models -- showing that the discovered solutions can enhance the recognition performance by up to 15.0% and 57.5% (3.8% and 21.6% on average) for these models.

Rencently, Gaussian splatting has demonstrated significant success in novel view synthesis. Current methods often regress Gaussians with pixel or point cloud correspondence, linking each Gaussian with a pixel or a 3D point. This leads to the redundancy of Gaussians being used to overfit the correspondence rather than the objects represented by the 3D Gaussians themselves, consequently wasting resources and lacking accurate geometries or textures. In this paper, we introduce LeanGaussian, a novel approach that treats each query in deformable Transformer as one 3D Gaussian ellipsoid, breaking the pixel or point cloud correspondence constraints. We leverage deformable decoder to iteratively refine the Gaussians layer-by-layer with the image features as keys and values. Notably, the center of each 3D Gaussian is defined as 3D reference points, which are then projected onto the image for deformable attention in 2D space. On both the ShapeNet SRN dataset (category level) and the Google Scanned Objects dataset (open-category level, trained with the Objaverse dataset), our approach, outperforms prior methods by approximately 6.1\%, achieving a PSNR of 25.44 and 22.36, respectively. Additionally, our method achieves a 3D reconstruction speed of 7.2 FPS and rendering speed 500 FPS. The code will be released at //github.com/jwubz123/DIG3D.

Humans can imagine goal states during planning and perform actions to match those goals. In this work, we propose Imagination Policy, a novel multi-task key-frame policy network for solving high-precision pick and place tasks. Instead of learning actions directly, Imagination Policy generates point clouds to imagine desired states which are then translated to actions using rigid action estimation. This transforms action inference into a local generative task. We leverage pick and place symmetries underlying the tasks in the generation process and achieve extremely high sample efficiency and generalizability to unseen configurations. Finally, we demonstrate state-of-the-art performance across various tasks on the RLbench benchmark compared with several strong baselines and validate our approach on a real robot.

Physics-Informed Neural Networks (PINNs) are an emerging tool for approximating the solution of Partial Differential Equations (PDEs) in both forward and inverse problems. PINNs minimize a loss function which includes the PDE residual determined for a set of collocation points. Previous work has shown that the number and distribution of these collocation points have a significant influence on the accuracy of the PINN solution. Therefore, the effective placement of these collocation points is an active area of research. Specifically, adaptive collocation point sampling methods have been proposed, which have been reported to scale poorly to higher dimensions. In this work, we address this issue and present the Point Adaptive Collocation Method for Artificial Neural Networks (PACMANN). Inspired by classic optimization problems, this approach incrementally moves collocation points toward regions of higher residuals using gradient-based optimization algorithms guided by the gradient of the squared residual. We apply PACMANN for forward and inverse problems, and demonstrate that this method matches the performance of state-of-the-art methods in terms of the accuracy/efficiency tradeoff for the low-dimensional problems, while outperforming available approaches for high-dimensional problems; the best performance is observed for the Adam optimizer. Key features of the method include its low computational cost and simplicity of integration in existing physics-informed neural network pipelines.

Evolving from massive multiple-input multiple-output (MIMO) in current 5G communications, ultra-massive MIMO emerges as a seminal technology for fulfilling more stringent requirements of future 6G communications. However, widely-utilized phased arrays relying on active components make the implementation of ultra-massive MIMO in practice increasingly prohibitive from both cost and power consumption perspectives. In contrast, the development of reconfigurable holographic surface (RHS) provides a new paradigm to solve the above issue without the need of costly hardware components. By leveraging the holographic principle, the RHS serves as an ultra-thin and lightweight surface antenna integrated with the transceiver, which is a promising alternative to phased arrays for realizing ultra-massive MIMO. In this paper, we provide a comprehensive overview of the RHS, especially the RHS-aided communication and sensing. We first describe the basic concepts of RHS, and introduce its working principle and unique practical constraints. Moreover, we show how to utilize the RHS to achieve cost-efficient and high-performance wireless communication and sensing, and introduce the key technologies. In particular, we present the implementation of RHS with a wireless communication prototype, and report the experimental measurement results based on it. Finally, we outline some open challenges and potential future directions in this area.

Gaussian Splattings demonstrate impressive results in multi-view reconstruction based on Gaussian explicit representations. However, the current Gaussian primitives only have a single view-dependent color and an opacity to represent the appearance and geometry of the scene, resulting in a non-compact representation. In this paper, we introduce a new method called SuperGaussians that utilizes spatially varying colors and opacity in a single Gaussian primitive to improve its representation ability. We have implemented bilinear interpolation, movable kernels, and even tiny neural networks as spatially varying functions. Quantitative and qualitative experimental results demonstrate that all three functions outperform the baseline, with the best movable kernels achieving superior novel view synthesis performance on multiple datasets, highlighting the strong potential of spatially varying functions.

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