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

Pairwise point cloud registration is a critical task for many applications, which heavily depends on finding correct correspondences from the two point clouds. However, the low overlap between input point clouds causes the registration to fail easily, leading to mistaken overlapping and mismatched correspondences, especially in scenes where non-overlapping regions contain similar structures. In this paper, we present a unified bird's-eye view (BEV) model for jointly learning of 3D local features and overlap estimation to fulfill pairwise registration and loop closure. Feature description is performed by a sparse UNet-like network based on BEV representation, and 3D keypoints are extracted by a detection head for 2D locations, and a regression head for heights. For overlap detection, a cross-attention module is applied for interacting contextual information of input point clouds, followed by a classification head to estimate the overlapping region. We evaluate our unified model extensively on the KITTI dataset and Apollo-SouthBay dataset. The experiments demonstrate that our method significantly outperforms existing methods on overlap estimation, especially in scenes with small overlaps. It also achieves top registration performance on both datasets in terms of translation and rotation errors.

相關內容

In this paper, we propose a new detection framework for 3D small object detection. Although deep learning-based 3D object detection methods have achieved great success in recent years, current methods still struggle on small objects due to weak geometric information. With in-depth study, we find increasing the spatial resolution of the feature maps significantly boosts the performance of 3D small object detection. And more interestingly, though the computational overhead increases dramatically with resolution, the growth mainly comes from the upsampling operation of the decoder. Inspired by this, we present a high-resolution multi-level detector with dynamic spatial pruning named DSPDet3D, which detects objects from large to small by iterative upsampling and meanwhile prunes the spatial representation of the scene at regions where there is no smaller object to be detected in higher resolution. As the 3D detector only needs to predict sparse bounding boxes, pruning a large amount of uninformative features does not degrade the detection performance but significantly reduces the computational cost of upsampling. In this way, our DSPDet3D achieves high accuracy on small object detection while requiring even less memory footprint and inference time. On ScanNet and TO-SCENE dataset, our method improves the detection performance of small objects to a new level while achieving leading inference speed among all mainstream indoor 3D object detection methods.

State-of-the-art research of traditional computer vision is increasingly leveraged in the surgical domain. A particular focus in computer-assisted surgery is to replace marker-based tracking systems for instrument localization with pure image-based 6DoF pose estimation. However, the state of the art has not yet met the accuracy required for surgical navigation. In this context, we propose a high-fidelity marker-less optical tracking system for surgical instrument localization. We developed a multi-view camera setup consisting of static and mobile cameras and collected a large-scale RGB-D video dataset with dedicated synchronization and data fusions methods. Different state-of-the-art pose estimation methods were integrated into a deep learning pipeline and evaluated on multiple camera configurations. Furthermore, the performance impacts of different input modalities and camera positions, as well as training on purely synthetic data, were compared. The best model achieved an average position and orientation error of 1.3 mm and 1.0{\deg} for a surgical drill as well as 3.8 mm and 5.2{\deg} for a screwdriver. These results significantly outperform related methods in the literature and are close to clinical-grade accuracy, demonstrating that marker-less tracking of surgical instruments is becoming a feasible alternative to existing marker-based systems.

In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular configurations of pieces, empty positions, etc., which may be relevant for a game's strategies. Their use has been particularly prevalent in the game of Go, but also many other games used as benchmarks for AI research. In this paper, we formulate a design and efficient implementation of spatial state-action features for general games. These are patterns that can be trained to incentivise or disincentivise actions based on whether or not they match variables of the state in a local area around action variables. We provide extensive details on several design and implementation choices, with a primary focus on achieving a high degree of generality to support a wide variety of different games using different board geometries or other graphs. Secondly, we propose an efficient approach for evaluating active features for any given set of features. In this approach, we take inspiration from heuristics used in problems such as SAT to optimise the order in which parts of patterns are matched and prune unnecessary evaluations. This approach is defined for a highly general and abstract description of the problem -- phrased as optimising the order in which propositions of formulas in disjunctive normal form are evaluated -- and may therefore also be of interest to other types of problems than board games. An empirical evaluation on 33 distinct games in the Ludii general game system demonstrates the efficiency of this approach in comparison to a naive baseline, as well as a baseline based on prefix trees, and demonstrates that the additional efficiency significantly improves the playing strength of agents using the features to guide search.

Capturing general deforming scenes from monocular RGB video is crucial for many computer graphics and vision applications. However, current approaches suffer from drawbacks such as struggling with large scene deformations, inaccurate shape completion or requiring 2D point tracks. In contrast, our method, Ub4D, handles large deformations, performs shape completion in occluded regions, and can operate on monocular RGB videos directly by using differentiable volume rendering. This technique includes three new in the context of non-rigid 3D reconstruction components, i.e., 1) A coordinate-based and implicit neural representation for non-rigid scenes, which in conjunction with differentiable volume rendering enables an unbiased reconstruction of dynamic scenes, 2) a proof that extends the unbiased formulation of volume rendering to dynamic scenes, and 3) a novel dynamic scene flow loss, which enables the reconstruction of larger deformations by leveraging the coarse estimates of other methods. Results on our new dataset, which will be made publicly available, demonstrate a clear improvement over the state of the art in terms of surface reconstruction accuracy and robustness to large deformations.

Video depth estimation is crucial in various applications, such as scene reconstruction and augmented reality. In contrast to the naive method of estimating depths from images, a more sophisticated approach uses temporal information, thereby eliminating flickering and geometrical inconsistencies. We propose a consistent method for dense video depth estimation; however, unlike the existing monocular methods, ours relates to stereo videos. This technique overcomes the limitations arising from the monocular input. As a benefit of using stereo inputs, a left-right consistency loss is introduced to improve the performance. Besides, we use SLAM-based camera pose estimation in the process. To address the problem of depth blurriness during test-time training (TTT), we present an edge-preserving loss function that improves the visibility of fine details while preserving geometrical consistency. We show that our edge-aware stereo video model can accurately estimate the dense depth maps.

Existing datasets for autonomous driving (AD) often lack diversity and long-range capabilities, focusing instead on 360{\deg} perception and temporal reasoning. To address this gap, we introduce Zenseact Open Dataset (ZOD), a large-scale and diverse multimodal dataset collected over two years in various European countries, covering an area 9x that of existing datasets. ZOD boasts the highest range and resolution sensors among comparable datasets, coupled with detailed keyframe annotations for 2D and 3D objects (up to 245m), road instance/semantic segmentation, traffic sign recognition, and road classification. We believe that this unique combination will facilitate breakthroughs in long-range perception and multi-task learning. The dataset is composed of Frames, Sequences, and Drives, designed to encompass both data diversity and support for spatio-temporal learning, sensor fusion, localization, and mapping. Frames consist of 100k curated camera images with two seconds of other supporting sensor data, while the 1473 Sequences and 29 Drives include the entire sensor suite for 20 seconds and a few minutes, respectively. ZOD is the only large-scale AD dataset released under a permissive license, allowing for both research and commercial use. The dataset is accompanied by an extensive development kit. Data and more information are available online (//zod.zenseact.com).

Accurate depth maps are essential in various applications, such as autonomous driving, scene reconstruction, point-cloud creation, etc. However, monocular-depth estimation (MDE) algorithms often fail to provide enough texture & sharpness, and also are inconsistent for homogeneous scenes. These algorithms mostly use CNN or vision transformer-based architectures requiring large datasets for supervised training. But, MDE algorithms trained on available depth datasets do not generalize well and hence fail to perform accurately in diverse real-world scenes. Moreover, the ground-truth depth maps are either lower resolution or sparse leading to relatively inconsistent depth maps. In general, acquiring a high-resolution ground truth dataset with pixel-level precision for accurate depth prediction is an expensive, and time-consuming challenge. In this paper, we generate a high-resolution synthetic depth dataset (HRSD) of dimension 1920 X 1080 from Grand Theft Auto (GTA-V), which contains 100,000 color images and corresponding dense ground truth depth maps. The generated datasets are diverse and have scenes from indoors to outdoors, from homogeneous surfaces to textures. For experiments and analysis, we train the DPT algorithm, a state-of-the-art transformer-based MDE algorithm on the proposed synthetic dataset, which significantly increases the accuracy of depth maps on different scenes by 9 %. Since the synthetic datasets are of higher resolution, we propose adding a feature extraction module in the transformer encoder and incorporating an attention-based loss, further improving the accuracy by 15 %.

Multimodal learning helps to comprehensively understand the world, by integrating different senses. Accordingly, multiple input modalities are expected to boost model performance, but we actually find that they are not fully exploited even when the multimodal model outperforms its uni-modal counterpart. Specifically, in this paper we point out that existing multimodal discriminative models, in which uniform objective is designed for all modalities, could remain under-optimized uni-modal representations, caused by another dominated modality in some scenarios, e.g., sound in blowing wind event, vision in drawing picture event, etc. To alleviate this optimization imbalance, we propose on-the-fly gradient modulation to adaptively control the optimization of each modality, via monitoring the discrepancy of their contribution towards the learning objective. Further, an extra Gaussian noise that changes dynamically is introduced to avoid possible generalization drop caused by gradient modulation. As a result, we achieve considerable improvement over common fusion methods on different multimodal tasks, and this simple strategy can also boost existing multimodal methods, which illustrates its efficacy and versatility. The source code is available at \url{//github.com/GeWu-Lab/OGM-GE_CVPR2022}.

Since the 1950s, machine translation (MT) has become one of the important tasks of AI and development, and has experienced several different periods and stages of development, including rule-based methods, statistical methods, and recently proposed neural network-based learning methods. Accompanying these staged leaps is the evaluation research and development of MT, especially the important role of evaluation methods in statistical translation and neural translation research. The evaluation task of MT is not only to evaluate the quality of machine translation, but also to give timely feedback to machine translation researchers on the problems existing in machine translation itself, how to improve and how to optimise. In some practical application fields, such as in the absence of reference translations, the quality estimation of machine translation plays an important role as an indicator to reveal the credibility of automatically translated target languages. This report mainly includes the following contents: a brief history of machine translation evaluation (MTE), the classification of research methods on MTE, and the the cutting-edge progress, including human evaluation, automatic evaluation, and evaluation of evaluation methods (meta-evaluation). Manual evaluation and automatic evaluation include reference-translation based and reference-translation independent participation; automatic evaluation methods include traditional n-gram string matching, models applying syntax and semantics, and deep learning models; evaluation of evaluation methods includes estimating the credibility of human evaluations, the reliability of the automatic evaluation, the reliability of the test set, etc. Advances in cutting-edge evaluation methods include task-based evaluation, using pre-trained language models based on big data, and lightweight optimisation models using distillation techniques.

Human pose estimation aims to locate the human body parts and build human body representation (e.g., body skeleton) from input data such as images and videos. It has drawn increasing attention during the past decade and has been utilized in a wide range of applications including human-computer interaction, motion analysis, augmented reality, and virtual reality. Although the recently developed deep learning-based solutions have achieved high performance in human pose estimation, there still remain challenges due to insufficient training data, depth ambiguities, and occlusions. The goal of this survey paper is to provide a comprehensive review of recent deep learning-based solutions for both 2D and 3D pose estimation via a systematic analysis and comparison of these solutions based on their input data and inference procedures. More than 240 research papers since 2014 are covered in this survey. Furthermore, 2D and 3D human pose estimation datasets and evaluation metrics are included. Quantitative performance comparisons of the reviewed methods on popular datasets are summarized and discussed. Finally, the challenges involved, applications, and future research directions are concluded. We also provide a regularly updated project page on: \url{//github.com/zczcwh/DL-HPE}

北京阿比特科技有限公司