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3D object detection plays a pivotal role in many applications, most notably autonomous driving and robotics. These applications are commonly deployed on edge devices to promptly interact with the environment, and often require near real-time response. With limited computation power, it is challenging to execute 3D detection on the edge using highly complex neural networks. Common approaches such as offloading to the cloud induce significant latency overheads due to the large amount of point cloud data during transmission. To resolve the tension between wimpy edge devices and compute-intensive inference workloads, we explore the possibility of empowering fast 2D detection to extrapolate 3D bounding boxes. To this end, we present Moby, a novel system that demonstrates the feasibility and potential of our approach. We design a transformation pipeline for Moby that generates 3D bounding boxes efficiently and accurately based on 2D detection results without running 3D detectors. Further, we devise a frame offloading scheduler that decides when to launch the 3D detector judiciously in the cloud to avoid the errors from accumulating. Extensive evaluations on NVIDIA Jetson TX2 with real-world autonomous driving datasets demonstrate that Moby offers up to 91.9% latency improvement with modest accuracy loss over state of the art.

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This work introduces CAPIVARA, a cost-efficient framework designed to enhance the performance of multilingual CLIP models in low-resource languages. While CLIP has excelled in zero-shot vision-language tasks, the resource-intensive nature of model training remains challenging. Many datasets lack linguistic diversity, featuring solely English descriptions for images. CAPIVARA addresses this by augmenting text data using image captioning and machine translation to generate multiple synthetic captions in low-resource languages. We optimize the training pipeline with LiT, LoRA, and gradient checkpointing to alleviate the computational cost. Through extensive experiments, CAPIVARA emerges as state of the art in zero-shot tasks involving images and Portuguese texts. We show the potential for significant improvements in other low-resource languages, achieved by fine-tuning the pre-trained multilingual CLIP using CAPIVARA on a single GPU for 2 hours. Our model and code is available at //github.com/hiaac-nlp/CAPIVARA.

The increasing use of deep learning techniques has reduced interpretation time and, ideally, reduced interpreter bias by automatically deriving geological maps from digital outcrop models. However, accurate validation of these automated mapping approaches is a significant challenge due to the subjective nature of geological mapping and the difficulty in collecting quantitative validation data. Additionally, many state-of-the-art deep learning methods are limited to 2D image data, which is insufficient for 3D digital outcrops, such as hyperclouds. To address these challenges, we present Tinto, a multi-sensor benchmark digital outcrop dataset designed to facilitate the development and validation of deep learning approaches for geological mapping, especially for non-structured 3D data like point clouds. Tinto comprises two complementary sets: 1) a real digital outcrop model from Corta Atalaya (Spain), with spectral attributes and ground-truth data, and 2) a synthetic twin that uses latent features in the original datasets to reconstruct realistic spectral data (including sensor noise and processing artifacts) from the ground-truth. The point cloud is dense and contains 3,242,964 labeled points. We used these datasets to explore the abilities of different deep learning approaches for automated geological mapping. By making Tinto publicly available, we hope to foster the development and adaptation of new deep learning tools for 3D applications in Earth sciences. The dataset can be accessed through this link: //doi.org/10.14278/rodare.2256.

Spatial reasoning in text plays a crucial role in various real-world applications. Existing approaches for spatial reasoning typically infer spatial relations from pure text, which overlook the gap between natural language and symbolic structures. Graph neural networks (GNNs) have showcased exceptional proficiency in inducing and aggregating symbolic structures. However, classical GNNs face challenges in handling multi-hop spatial reasoning due to the over-smoothing issue, \textit{i.e.}, the performance decreases substantially as the number of graph layers increases. To cope with these challenges, we propose a novel \textbf{Dep}th-\textbf{Wi}se \textbf{G}raph \textbf{N}eural \textbf{N}etwork (\textbf{DepWiGNN}). Specifically, we design a novel node memory scheme and aggregate the information over the depth dimension instead of the breadth dimension of the graph, which empowers the ability to collect long dependencies without stacking multiple layers. Experimental results on two challenging multi-hop spatial reasoning datasets show that DepWiGNN outperforms existing spatial reasoning methods. The comparisons with the other three GNNs further demonstrate its superiority in capturing long dependency in the graph.

Robotic collectives for military and disaster response applications require coalition formation algorithms to partition robots into appropriate task teams. Collectives' missions will often incorporate tasks that require multiple high-level robot behaviors or services, which coalition formation must accommodate. The highly dynamic and unstructured application domains also necessitate that coalition formation algorithms produce near optimal solutions (i.e., >95% utility) in near real-time (i.e., <5 minutes) with very large collectives (i.e., hundreds of robots). No previous coalition formation algorithm satisfies these requirements. An initial evaluation found that traditional auction-based algorithms' runtimes are too long, even though the centralized simulator incorporated ideal conditions unlikely to occur in real-world deployments (i.e., synchronization across robots and perfect, instantaneous communication). The hedonic game-based GRAPE algorithm can produce solutions in near real-time, but cannot be applied to multiple service collectives. This manuscript integrates GRAPE and a services model, producing GRAPE-S and Pair-GRAPE-S. These algorithms and two auction baselines were evaluated using a centralized simulator with up to 1000 robots, and via the largest distributed coalition formation simulated evaluation to date, with up to 500 robots. The evaluations demonstrate that auctions transfer poorly to distributed collectives, resulting in excessive runtimes and low utility solutions. GRAPE-S satisfies the target domains' coalition formation requirements, producing near optimal solutions in near real-time, and Pair-GRAPE-S more than satisfies the domain requirements, producing optimal solutions in near real-time. GRAPE-S and Pair-GRAPE-S are the first algorithms demonstrated to support near real-time coalition formation for very large, distributed collectives with multiple services.

Language models have been increasingly popular for automatic creativity assessment, generating semantic distances to objectively measure the quality of creative ideas. However, there is currently a lack of an automatic assessment system for evaluating creative ideas in the Chinese language. To address this gap, we developed TransDis, a scoring system using transformer-based language models, capable of providing valid originality (quality) and flexibility (variety) scores for Alternative Uses Task (AUT) responses in Chinese. Study 1 demonstrated that the latent model-rated originality factor, comprised of three transformer-based models, strongly predicted human originality ratings, and the model-rated flexibility strongly correlated with human flexibility ratings as well. Criterion validity analyses indicated that model-rated originality and flexibility positively correlated to other creativity measures, demonstrating similar validity to human ratings. Study 2 & 3 showed that TransDis effectively distinguished participants instructed to provide creative vs. common uses (Study 2) and participants instructed to generate ideas in a flexible vs. persistent way (Study 3). Our findings suggest that TransDis can be a reliable and low-cost tool for measuring idea originality and flexibility in Chinese language, potentially paving the way for automatic creativity assessment in other languages. We offer an open platform to compute originality and flexibility for AUT responses in Chinese and over 50 other languages (//osf.io/59jv2/).

Recent instruction fine-tuned models can solve multiple NLP tasks when prompted to do so, with machine translation (MT) being a prominent use case. However, current research often focuses on standard performance benchmarks, leaving compelling fairness and ethical considerations behind. In MT, this might lead to misgendered translations, resulting, among other harms, in the perpetuation of stereotypes and prejudices. In this work, we address this gap by investigating whether and to what extent such models exhibit gender bias in machine translation and how we can mitigate it. Concretely, we compute established gender bias metrics on the WinoMT corpus from English to German and Spanish. We discover that IFT models default to male-inflected translations, even disregarding female occupational stereotypes. Next, using interpretability methods, we unveil that models systematically overlook the pronoun indicating the gender of a target occupation in misgendered translations. Finally, based on this finding, we propose an easy-to-implement and effective bias mitigation solution based on few-shot learning that leads to significantly fairer translations.

A central question in robotics is how to design a control system for an agile mobile robot. This paper studies this question systematically, focusing on a challenging setting: autonomous drone racing. We show that a neural network controller trained with reinforcement learning (RL) outperformed optimal control (OC) methods in this setting. We then investigated which fundamental factors have contributed to the success of RL or have limited OC. Our study indicates that the fundamental advantage of RL over OC is not that it optimizes its objective better but that it optimizes a better objective. OC decomposes the problem into planning and control with an explicit intermediate representation, such as a trajectory, that serves as an interface. This decomposition limits the range of behaviors that can be expressed by the controller, leading to inferior control performance when facing unmodeled effects. In contrast, RL can directly optimize a task-level objective and can leverage domain randomization to cope with model uncertainty, allowing the discovery of more robust control responses. Our findings allowed us to push an agile drone to its maximum performance, achieving a peak acceleration greater than 12 times the gravitational acceleration and a peak velocity of 108 kilometers per hour. Our policy achieved superhuman control within minutes of training on a standard workstation. This work presents a milestone in agile robotics and sheds light on the role of RL and OC in robot control.

3D reconstruction of hand-object manipulations is important for emulating human actions. Most methods dealing with challenging object manipulation scenarios, focus on hands reconstruction in isolation, ignoring physical and kinematic constraints due to object contact. Some approaches produce more realistic results by jointly reconstructing 3D hand-object interactions. However, they focus on coarse pose estimation or rely upon known hand and object shapes. We propose the first approach for realistic 3D hand-object shape and pose reconstruction from a single depth map. Unlike previous work, our voxel-based reconstruction network regresses the vertex coordinates of a hand and an object and reconstructs more realistic interaction. Our pipeline additionally predicts voxelized hand-object shapes, having a one-to-one mapping to the input voxelized depth. Thereafter, we exploit the graph nature of the hand and object shapes, by utilizing the recent GraFormer network with positional embedding to reconstruct shapes from template meshes. In addition, we show the impact of adding another GraFormer component that refines the reconstructed shapes based on the hand-object interactions and its ability to reconstruct more accurate object shapes. We perform an extensive evaluation on the HO-3D and DexYCB datasets and show that our method outperforms existing approaches in hand reconstruction and produces plausible reconstructions for the objects

Roadside camera-driven 3D object detection is a crucial task in intelligent transportation systems, which extends the perception range beyond the limitations of vision-centric vehicles and enhances road safety. While previous studies have limitations in using only depth or height information, we find both depth and height matter and they are in fact complementary. The depth feature encompasses precise geometric cues, whereas the height feature is primarily focused on distinguishing between various categories of height intervals, essentially providing semantic context. This insight motivates the development of Complementary-BEV (CoBEV), a novel end-to-end monocular 3D object detection framework that integrates depth and height to construct robust BEV representations. In essence, CoBEV estimates each pixel's depth and height distribution and lifts the camera features into 3D space for lateral fusion using the newly proposed two-stage complementary feature selection (CFS) module. A BEV feature distillation framework is also seamlessly integrated to further enhance the detection accuracy from the prior knowledge of the fusion-modal CoBEV teacher. We conduct extensive experiments on the public 3D detection benchmarks of roadside camera-based DAIR-V2X-I and Rope3D, as well as the private Supremind-Road dataset, demonstrating that CoBEV not only achieves the accuracy of the new state-of-the-art, but also significantly advances the robustness of previous methods in challenging long-distance scenarios and noisy camera disturbance, and enhances generalization by a large margin in heterologous settings with drastic changes in scene and camera parameters. For the first time, the vehicle AP score of a camera model reaches 80% on DAIR-V2X-I in terms of easy mode. The source code will be made publicly available at //github.com/MasterHow/CoBEV.

Cloud applications are moving away from monolithic model towards loosely-coupled microservices designs. Service meshes are widely used for implementing microservices applications mainly because they provide a modular architecture for modern applications by separating operational features from application business logic. Sidecar proxies in service meshes enable this modularity by applying security, networking, and monitoring policies on the traffic to and from services. To implement these policies, sidecars often execute complex chains of logic that vary across associated applications and end up unevenly impacting the performance of the overall application. Lack of understanding of how the sidecars impact the performance of microservice-based applications stands in the way of building performant and resource-efficient applications. To this end, we bring sidecar proxies in focus and argue that we need to deeply study their impact on the system performance and resource utilization. We identify and describe challenges in characterizing sidecars, namely the need for microarchitectural metrics and comprehensive methodologies, and discuss research directions where such characterization will help in building efficient service mesh infrastructure for microservice applications.

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