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We present a parallelized optimization method based on fast Neural Radiance Fields (NeRF) for estimating 6-DoF target poses. Given a single observed RGB image of the target, we can predict the translation and rotation of the camera by minimizing the residual between pixels rendered from a fast NeRF model and pixels in the observed image. We integrate a momentum-based camera extrinsic optimization procedure into Instant Neural Graphics Primitives, a recent exceptionally fast NeRF implementation. By introducing parallel Monte Carlo sampling into the pose estimation task, our method overcomes local minima and improves efficiency in a more extensive search space. We also show the importance of adopting a more robust pixel-based loss function to reduce error. Experiments demonstrate that our method can achieve improved generalization and robustness on both synthetic and real-world benchmarks.

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We introduce DiffRF, a novel approach for 3D radiance field synthesis based on denoising diffusion probabilistic models. While existing diffusion-based methods operate on images, latent codes, or point cloud data, we are the first to directly generate volumetric radiance fields. To this end, we propose a 3D denoising model which directly operates on an explicit voxel grid representation. However, as radiance fields generated from a set of posed images can be ambiguous and contain artifacts, obtaining ground truth radiance field samples is non-trivial. We address this challenge by pairing the denoising formulation with a rendering loss, enabling our model to learn a deviated prior that favours good image quality instead of trying to replicate fitting errors like floating artifacts. In contrast to 2D-diffusion models, our model learns multi-view consistent priors, enabling free-view synthesis and accurate shape generation. Compared to 3D GANs, our diffusion-based approach naturally enables conditional generation such as masked completion or single-view 3D synthesis at inference time.

We study the problem of learning a single occurrence regular expression with interleaving (SOIRE) from a set of text strings possibly with noise. SOIRE fully supports interleaving and covers a large portion of regular expressions used in practice. Learning SOIREs is challenging because it requires heavy computation and text strings usually contain noise in practice. Most of the previous studies only learn restricted SOIREs and are not robust on noisy data. To tackle these issues, we propose a noise-tolerant differentiable learning approach SOIREDL for SOIRE. We design a neural network to simulate SOIRE matching and theoretically prove that certain assignments of the set of parameters learnt by the neural network, called faithful encodings, are one-to-one corresponding to SOIREs for a bounded size. Based on this correspondence, we interpret the target SOIRE from an assignment of the set of parameters of the neural network by exploring the nearest faithful encodings. Experimental results show that SOIREDL outperforms the state-of-the-art approaches, especially on noisy data.

We introduce ViewNeRF, a Neural Radiance Field-based viewpoint estimation method that learns to predict category-level viewpoints directly from images during training. While NeRF is usually trained with ground-truth camera poses, multiple extensions have been proposed to reduce the need for this expensive supervision. Nonetheless, most of these methods still struggle in complex settings with large camera movements, and are restricted to single scenes, i.e. they cannot be trained on a collection of scenes depicting the same object category. To address these issues, our method uses an analysis by synthesis approach, combining a conditional NeRF with a viewpoint predictor and a scene encoder in order to produce self-supervised reconstructions for whole object categories. Rather than focusing on high fidelity reconstruction, we target efficient and accurate viewpoint prediction in complex scenarios, e.g. 360{\deg} rotation on real data. Our model shows competitive results on synthetic and real datasets, both for single scenes and multi-instance collections.

In RGB-D based 6D pose estimation, direct regression approaches can directly predict the 3D rotation and translation from RGB-D data, allowing for quick deployment and efficient inference. However, directly regressing the absolute translation of the pose suffers from diverse object translation distribution between the training and testing datasets, which is usually caused by the diversity of pose distribution of objects in 3D physical space. To this end, we generalize the pin-hole camera projection model to a residual-based projection model and propose the projective residual regression (Res6D) mechanism. Given a reference point for each object in an RGB-D image, Res6D not only reduces the distribution gap and shrinks the regression target to a small range by regressing the residual between the target and the reference point, but also aligns its output residual and its input to follow the projection equation between the 2D plane and 3D space. By plugging Res6D into the latest direct regression methods, we achieve state-of-the-art overall results on datasets including Occlusion LineMOD (ADD(S): 79.7%), LineMOD (ADD(S): 99.5%), and YCB-Video datasets (AUC of ADD(S): 95.4%).

Topological data analysis (TDA) is a branch of computational mathematics, bridging algebraic topology and data science, that provides compact, noise-robust representations of complex structures. Deep neural networks (DNNs) learn millions of parameters associated with a series of transformations defined by the model architecture, resulting in high-dimensional, difficult-to-interpret internal representations of input data. As DNNs become more ubiquitous across multiple sectors of our society, there is increasing recognition that mathematical methods are needed to aid analysts, researchers, and practitioners in understanding and interpreting how these models' internal representations relate to the final classification. In this paper, we apply cutting edge techniques from TDA with the goal of gaining insight into the interpretability of convolutional neural networks used for image classification. We use two common TDA approaches to explore several methods for modeling hidden-layer activations as high-dimensional point clouds, and provide experimental evidence that these point clouds capture valuable structural information about the model's process. First, we demonstrate that a distance metric based on persistent homology can be used to quantify meaningful differences between layers, and we discuss these distances in the broader context of existing representational similarity metrics for neural network interpretability. Second, we show that a mapper graph can provide semantic insight into how these models organize hierarchical class knowledge at each layer. These observations demonstrate that TDA is a useful tool to help deep learning practitioners unlock the hidden structures of their models.

Monocular 3D human pose estimation is quite challenging due to the inherent ambiguity and occlusion, which often lead to high uncertainty and indeterminacy. On the other hand, diffusion models have recently emerged as an effective tool for generating high-quality images from noise. Inspired by their capability, we explore a novel pose estimation framework (DiffPose) that formulates 3D pose estimation as a reverse diffusion process. We incorporate novel designs into our DiffPose that facilitate the diffusion process for 3D pose estimation: a pose-specific initialization of pose uncertainty distributions, a Gaussian Mixture Model-based forward diffusion process, and a context-conditioned reverse diffusion process. Our proposed DiffPose significantly outperforms existing methods on the widely used pose estimation benchmarks Human3.6M and MPI-INF-3DHP.

Normal estimation for unstructured point clouds is an important task in 3D computer vision. Current methods achieve encouraging results by mapping local patches to normal vectors or learning local surface fitting using neural networks. However, these methods are not generalized well to unseen scenarios and are sensitive to parameter settings. To resolve these issues, we propose an implicit function to learn an angle field around the normal of each point in the spherical coordinate system, which is dubbed as Neural Angle Fields (NeAF). Instead of directly predicting the normal of an input point, we predict the angle offset between the ground truth normal and a randomly sampled query normal. This strategy pushes the network to observe more diverse samples, which leads to higher prediction accuracy in a more robust manner. To predict normals from the learned angle fields at inference time, we randomly sample query vectors in a unit spherical space and take the vectors with minimal angle values as the predicted normals. To further leverage the prior learned by NeAF, we propose to refine the predicted normal vectors by minimizing the angle offsets. The experimental results with synthetic data and real scans show significant improvements over the state-of-the-art under widely used benchmarks.

This paper presents an approach that reconstructs a hand-held object from a monocular video. In contrast to many recent methods that directly predict object geometry by a trained network, the proposed approach does not require any learned prior about the object and is able to recover more accurate and detailed object geometry. The key idea is that the hand motion naturally provides multiple views of the object and the motion can be reliably estimated by a hand pose tracker. Then, the object geometry can be recovered by solving a multi-view reconstruction problem. We devise an implicit neural representation-based method to solve the reconstruction problem and address the issues of imprecise hand pose estimation, relative hand-object motion, and insufficient geometry optimization for small objects. We also provide a newly collected dataset with 3D ground truth to validate the proposed approach.

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.

Generative Adversarial Networks (GANs) have recently achieved impressive results for many real-world applications, and many GAN variants have emerged with improvements in sample quality and training stability. However, they have not been well visualized or understood. How does a GAN represent our visual world internally? What causes the artifacts in GAN results? How do architectural choices affect GAN learning? Answering such questions could enable us to develop new insights and better models. In this work, we present an analytic framework to visualize and understand GANs at the unit-, object-, and scene-level. We first identify a group of interpretable units that are closely related to object concepts using a segmentation-based network dissection method. Then, we quantify the causal effect of interpretable units by measuring the ability of interventions to control objects in the output. We examine the contextual relationship between these units and their surroundings by inserting the discovered object concepts into new images. We show several practical applications enabled by our framework, from comparing internal representations across different layers, models, and datasets, to improving GANs by locating and removing artifact-causing units, to interactively manipulating objects in a scene. We provide open source interpretation tools to help researchers and practitioners better understand their GAN models.

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