亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

We present MVSGaussian, a new generalizable 3D Gaussian representation approach derived from Multi-View Stereo (MVS) that can efficiently reconstruct unseen scenes. Specifically, 1) we leverage MVS to encode geometry-aware Gaussian representations and decode them into Gaussian parameters. 2) To further enhance performance, we propose a hybrid Gaussian rendering that integrates an efficient volume rendering design for novel view synthesis. 3) To support fast fine-tuning for specific scenes, we introduce a multi-view geometric consistent aggregation strategy to effectively aggregate the point clouds generated by the generalizable model, serving as the initialization for per-scene optimization. Compared with previous generalizable NeRF-based methods, which typically require minutes of fine-tuning and seconds of rendering per image, MVSGaussian achieves real-time rendering with better synthesis quality for each scene. Compared with the vanilla 3D-GS, MVSGaussian achieves better view synthesis with less training computational cost. Extensive experiments on DTU, Real Forward-facing, NeRF Synthetic, and Tanks and Temples datasets validate that MVSGaussian attains state-of-the-art performance with convincing generalizability, real-time rendering speed, and fast per-scene optimization.

相關內容

FAST:Conference on File and Storage Technologies。 Explanation:文件和存儲(chu)技(ji)術會議。 Publisher:USENIX。 SIT:

With the bomb ignited by ChatGPT, Transformer-based Large Language Models (LLMs) have paved a revolutionary path toward Artificial General Intelligence (AGI) and have been applied in diverse areas as knowledge bases, human interfaces, and dynamic agents. However, a prevailing limitation exists: many current LLMs, constrained by resources, are primarily pre-trained on shorter texts, rendering them less effective for longer-context prompts, commonly encountered in real-world settings. In this paper, we present a comprehensive survey focusing on the advancement of model architecture in Transformer-based LLMs to optimize long-context capabilities across all stages from pre-training to inference. We firstly delineate and analyze the problems of handling long-context input and output with the current Transformer-based models. Then, we mainly offer a holistic taxonomy to navigate the landscape of Transformer upgrades on architecture to solve these problems. Afterward, we provide the investigation on wildly used evaluation necessities tailored for long-context LLMs, including datasets, metrics, and baseline models, as well as some amazing optimization toolkits like libraries, systems, and compilers to augment LLMs' efficiency and efficacy across different stages. Finally, we further discuss the predominant challenges and potential avenues for future research in this domain. Additionally, we have established a repository where we curate relevant literature with real-time updates at //github.com/Strivin0311/long-llms-learning.

This article presents the affordances that Generative Artificial Intelligence can have in disinformation context, one of the major threats to our digitalized society. We present a research framework to generate customized agent-based social networks for disinformation simulations that would enable understanding and evaluation of the phenomena whilst discussing open challenges.

We introduce Voyager, the first LLM-powered embodied lifelong learning agent in Minecraft that continuously explores the world, acquires diverse skills, and makes novel discoveries without human intervention. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent's abilities rapidly and alleviates catastrophic forgetting. Empirically, Voyager shows strong in-context lifelong learning capability and exhibits exceptional proficiency in playing Minecraft. It obtains 3.3x more unique items, travels 2.3x longer distances, and unlocks key tech tree milestones up to 15.3x faster than prior SOTA. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize. We open-source our full codebase and prompts at //voyager.minedojo.org/.

Besides entity-centric knowledge, usually organized as Knowledge Graph (KG), events are also an essential kind of knowledge in the world, which trigger the spring up of event-centric knowledge representation form like Event KG (EKG). It plays an increasingly important role in many machine learning and artificial intelligence applications, such as intelligent search, question-answering, recommendation, and text generation. This paper provides a comprehensive survey of EKG from history, ontology, instance, and application views. Specifically, to characterize EKG thoroughly, we focus on its history, definitions, schema induction, acquisition, related representative graphs/systems, and applications. The development processes and trends are studied therein. We further summarize perspective directions to facilitate future research on EKG.

Despite the recent progress in Graph Neural Networks (GNNs), it remains challenging to explain the predictions made by GNNs. Existing explanation methods mainly focus on post-hoc explanations where another explanatory model is employed to provide explanations for a trained GNN. The fact that post-hoc methods fail to reveal the original reasoning process of GNNs raises the need of building GNNs with built-in interpretability. In this work, we propose Prototype Graph Neural Network (ProtGNN), which combines prototype learning with GNNs and provides a new perspective on the explanations of GNNs. In ProtGNN, the explanations are naturally derived from the case-based reasoning process and are actually used during classification. The prediction of ProtGNN is obtained by comparing the inputs to a few learned prototypes in the latent space. Furthermore, for better interpretability and higher efficiency, a novel conditional subgraph sampling module is incorporated to indicate which part of the input graph is most similar to each prototype in ProtGNN+. Finally, we evaluate our method on a wide range of datasets and perform concrete case studies. Extensive results show that ProtGNN and ProtGNN+ can provide inherent interpretability while achieving accuracy on par with the non-interpretable counterparts.

We present CoDEx, a set of knowledge graph completion datasets extracted from Wikidata and Wikipedia that improve upon existing knowledge graph completion benchmarks in scope and level of difficulty. In terms of scope, CoDEx comprises three knowledge graphs varying in size and structure, multilingual descriptions of entities and relations, and tens of thousands of hard negative triples that are plausible but verified to be false. To characterize CoDEx, we contribute thorough empirical analyses and benchmarking experiments. First, we analyze each CoDEx dataset in terms of logical relation patterns. Next, we report baseline link prediction and triple classification results on CoDEx for five extensively tuned embedding models. Finally, we differentiate CoDEx from the popular FB15K-237 knowledge graph completion dataset by showing that CoDEx covers more diverse and interpretable content, and is a more difficult link prediction benchmark. Data, code, and pretrained models are available at //bit.ly/2EPbrJs.

We propose a knowledge-enhanced approach, ERNIE-ViL, to learn joint representations of vision and language. ERNIE-ViL tries to construct the detailed semantic connections (objects, attributes of objects and relationships between objects in visual scenes) across vision and language, which are essential to vision-language cross-modal tasks. Incorporating knowledge from scene graphs, ERNIE-ViL constructs Scene Graph Prediction tasks, i.e., Object Prediction, Attribute Prediction and Relationship Prediction in the pre-training phase. More specifically, these prediction tasks are implemented by predicting nodes of different types in the scene graph parsed from the sentence. Thus, ERNIE-ViL can model the joint representation characterizing the alignments of the detailed semantics across vision and language. Pre-trained on two large image-text alignment datasets (Conceptual Captions and SBU), ERNIE-ViL learns better and more robust joint representations. It achieves state-of-the-art performance on 5 vision-language downstream tasks after fine-tuning ERNIE-ViL. Furthermore, it ranked the 1st place on the VCR leader-board with an absolute improvement of 3.7%.

We propose UniViLM: a Unified Video and Language pre-training Model for multimodal understanding and generation. Motivated by the recent success of BERT based pre-training technique for NLP and image-language tasks, VideoBERT and CBT are proposed to exploit BERT model for video and language pre-training using narrated instructional videos. Different from their works which only pre-train understanding task, we propose a unified video-language pre-training model for both understanding and generation tasks. Our model comprises of 4 components including two single-modal encoders, a cross encoder and a decoder with the Transformer backbone. We first pre-train our model to learn the universal representation for both video and language on a large instructional video dataset. Then we fine-tune the model on two multimodal tasks including understanding task (text-based video retrieval) and generation task (multimodal video captioning). Our extensive experiments show that our method can improve the performance of both understanding and generation tasks and achieves the state-of-the art results.

The problem of Multiple Object Tracking (MOT) consists in following the trajectory of different objects in a sequence, usually a video. In recent years, with the rise of Deep Learning, the algorithms that provide a solution to this problem have benefited from the representational power of deep models. This paper provides a comprehensive survey on works that employ Deep Learning models to solve the task of MOT on single-camera videos. Four main steps in MOT algorithms are identified, and an in-depth review of how Deep Learning was employed in each one of these stages is presented. A complete experimental comparison of the presented works on the three MOTChallenge datasets is also provided, identifying a number of similarities among the top-performing methods and presenting some possible future research directions.

ASR (automatic speech recognition) systems like Siri, Alexa, Google Voice or Cortana has become quite popular recently. One of the key techniques enabling the practical use of such systems in people's daily life is deep learning. Though deep learning in computer vision is known to be vulnerable to adversarial perturbations, little is known whether such perturbations are still valid on the practical speech recognition. In this paper, we not only demonstrate such attacks can happen in reality, but also show that the attacks can be systematically conducted. To minimize users' attention, we choose to embed the voice commands into a song, called CommandSong. In this way, the song carrying the command can spread through radio, TV or even any media player installed in the portable devices like smartphones, potentially impacting millions of users in long distance. In particular, we overcome two major challenges: minimizing the revision of a song in the process of embedding commands, and letting the CommandSong spread through the air without losing the voice "command". Our evaluation demonstrates that we can craft random songs to "carry" any commands and the modify is extremely difficult to be noticed. Specially, the physical attack that we play the CommandSongs over the air and record them can success with 94 percentage.

北京阿比特科技有限公司