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The Convex Hull algorithm is one of the most important algorithms in computational geometry, with many applications such as in computer graphics, robotics, and data mining. Despite the advances in the new algorithms in this area, it is often needed to improve the performance to solve more significant problems quickly or in real-time processing. This work presents an experimental evaluation of GPU filters to reduce the cost of computing the 2D convex hull. The technique first performs a preprocessing of the input set, filtering all points within an eight-vertex polygon in logarithmic time, to obtain a reduced set of candidate points. We use parallel computation and the use of the Manhattan distance as a metric to find the vertices of the polygon and perform the point filtering. For the filtering stage we study different approaches; from custom CUDA kernels to libraries such as Thrust and CUB. Three types of point distributions are tested: a normal distribution (favorable case), circumference (the worst case), and a case where points are shifted randomly from the circumference (intermediate case). Experimental evaluation shows that the GPU filtering algorithm can be up to 23x faster than a sequential CPU implementation, and the whole convex hull computation can be up to 30x faster than the fastest implementation provided by the CGAL library.

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We consider the following decision problems: given a finite, rational Markov chain, source and target states, and a rational threshold, does there exist an n such that the probability of reaching the target from the source in n steps is equal to the threshold (resp. crosses the threshold)? These problems are known to be equivalent to the Skolem (resp. Positivity) problems for Linear Recurrence Sequences (LRS). These are number-theoretic problems whose decidability has been open for decades. We present a short, self-contained, and elementary reduction from LRS to Markov Chains that improves the state of the art as follows: (a) We reduce to ergodic Markov Chains, a class that is widely used in Model Checking. (b) We reduce LRS to Markov Chains of significantly lower order than before. We thus get sharper hardness results for a more ubiquitous class of Markov Chains. Immediate applications include problems in modeling biological systems, and regular automata-based counting problems.

Tensor network (TN) is a powerful framework in machine learning, but selecting a good TN model, known as TN structure search (TN-SS), is a challenging and computationally intensive task. The recent approach TNLS~\cite{li2022permutation} showed promising results for this task, however, its computational efficiency is still unaffordable, requiring too many evaluations of the objective function. We propose TnALE, a new algorithm that updates each structure-related variable alternately by local enumeration, \emph{greatly} reducing the number of evaluations compared to TNLS. We theoretically investigate the descent steps for TNLS and TnALE, proving that both algorithms can achieve linear convergence up to a constant if a sufficient reduction of the objective is \emph{reached} in each neighborhood. We also compare the evaluation efficiency of TNLS and TnALE, revealing that $\Omega(2^N)$ evaluations are typically required in TNLS for \emph{reaching} the objective reduction in the neighborhood, while ideally $O(N^2R)$ evaluations are sufficient in TnALE, where $N$ denotes the tensor order and $R$ reflects the \emph{``low-rankness''} of the neighborhood. Experimental results verify that TnALE can find practically good TN-ranks and permutations with vastly fewer evaluations than the state-of-the-art algorithms.

Neural Radiance Fields has become a prominent method of scene generation via view synthesis. A critical requirement for the original algorithm to learn meaningful scene representation is camera pose information for each image in a data set. Current approaches try to circumnavigate this assumption with moderate success, by learning approximate camera positions alongside learning neural representations of a scene. This requires complicated camera models, causing a long and complicated training process, or results in a lack of texture and sharp details in rendered scenes. In this work we introduce Hash Color Correction (HashCC) -- a lightweight method for improving Neural Radiance Fields rendered image quality, applicable also in situations where camera positions for a given set of images are unknown.

Processing-in-memory (PIM) architectures are emerging to reduce data movement in data-intensive applications. These architectures seek to exploit the same physical devices for both information storage and logic, thereby dwarfing the required data transfer and utilizing the full internal memory bandwidth. Whereas analog PIM utilizes the inherent connectivity of crossbar arrays for approximate matrix-vector multiplication in the analog domain, digital PIM architectures enable bitwise logic operations with massive parallelism across columns of data within memory arrays. Several recent works have extended the computational capabilities of digital PIM architectures towards the full-precision (single-precision floating-point) acceleration of convolutional neural networks (CNNs); yet, they lack a comprehensive comparison to GPUs. In this paper, we examine the potential of digital PIM for CNN acceleration through an updated quantitative comparison with GPUs, supplemented with an analysis of the overall limitations of digital PIM. We begin by investigating the different PIM architectures from a theoretical perspective to understand the underlying performance limitations and improvements compared to state-of-the-art hardware. We then uncover the tradeoffs between the different strategies through a series of benchmarks ranging from memory-bound vectored arithmetic to CNN acceleration. We conclude with insights into the general performance of digital PIM architectures for different data-intensive applications.

We give a simple characterization of which functions can be computed deterministically by anonymous processes in dynamic networks, depending on the number of leaders in the network. In addition, we provide efficient distributed algorithms for computing all such functions assuming minimal or no knowledge about the network. Each of our algorithms comes in two versions: one that terminates with the correct output and a faster one that stabilizes on the correct output without explicit termination. Notably, these are the first deterministic algorithms whose running times scale linearly with both the number of processes and a parameter of the network which we call "dynamic disconnectivity" (meaning that our dynamic networks do not necessarily have to be connected at all times). We also provide matching lower bounds, showing that all our algorithms are asymptotically optimal for any fixed number of leaders. While most of the existing literature on anonymous dynamic networks relies on classical mass-distribution techniques, our work makes use of a recently introduced combinatorial structure called "history tree", also developing its theory in new directions. Among other contributions, our results make definitive progress on two popular fundamental problems for anonymous dynamic networks: leaderless Average Consensus (i.e., computing the mean value of input numbers distributed among the processes) and multi-leader Counting (i.e., determining the exact number of processes in the network). In fact, our approach unifies and improves upon several independent lines of research on anonymous networks, including Nedic et al., IEEE Trans. Automat. Contr. 2009; Olshevsky, SIAM J. Control Optim. 2017; Kowalski-Mosteiro, ICALP 2019, SPAA 2021; Di Luna-Viglietta, FOCS 2022.

Long patch validation time is a limiting factor for automated program repair (APR). Though the duality between patch validation and mutation testing is recognized, so far there exists no study of systematically adapting mutation testing techniques to general-purpose patch validation. To address this gap, we investigate existing mutation testing techniques and recognize five classes of acceleration techniques that are suitable for general-purpose patch validation. Among them, mutant schemata and mutant deduplication have not been adapted to general-purpose patch validation due to the arbitrary changes that third-party APR approaches may introduce. This presents two problems for adaption: 1) the difficulty of implementing the static equivalence analysis required by the state-of-the-art mutant deduplication approach; 2) the difficulty of capturing patches' changes to the system state at runtime. To overcome these problems, we propose two novel approaches: 1) execution scheduling, which detects the equivalence between patches online, avoiding the static equivalence analysis and its imprecision; 2) interception-based instrumentation, which intercepts patches' changes to the system state, avoiding a full interpreter and its overhead. Based on the contributions above, we implement ExpressAPR, a general-purpose patch validator for Java that integrates all recognized classes of techniques suitable for patch validation. Our large-scale evaluation with four APR approaches shows that ExpressAPR accelerates patch validation by 137.1x over plain validation or 8.8x over the state-of-the-art approach, making patch validation no longer the time bottleneck of APR. Patch validation time for a single bug can be reduced to within a few minutes on mainstream CPUs.

Training a dialogue policy using deep reinforcement learning requires a lot of exploration of the environment. The amount of wasted invalid exploration makes their learning inefficient. In this paper, we find and define an important reason for the invalid exploration: dead-ends. When a conversation enters a dead-end state, regardless of the actions taken afterward, it will continue in a dead-end trajectory until the agent reaches a termination state or maximum turn. We propose a dead-end resurrection (DDR) algorithm that detects the initial dead-end state in a timely and efficient manner and provides a rescue action to guide and correct the exploration direction. To prevent dialogue policies from repeatedly making the same mistake, DDR also performs dialogue data augmentation by adding relevant experiences containing dead-end states. We first validate the dead-end detection reliability and then demonstrate the effectiveness and generality of the method by reporting experimental results on several dialogue datasets from different domains.

It is not difficult to think of applications that can be modelled as graph problems in which placing some facility or commodity at a vertex has some positive or negative effect on the values of all the vertices out to some distance, and we want to be able to calculate quickly the cumulative effect on any vertex's value at any time or the list of the most beneficial or most detrimential effects on a vertex. In this paper we show how, given an edge-weighted graph with constant-size separators, we can support the following operations on it in time polylogarithmic in the number of vertices and the number of facilities placed on the vertices, where distances between vertices are measured with respect to the edge weights: Add (v, f, w, d) places a facility of weight w and with effect radius d onto vertex v. Remove (v, f) removes a facility f previously placed on v using Add from v. Sum (v) or Sum (v, d) returns the total weight of all facilities affecting v or, with a distance parameter d, the total weight of all facilities whose effect region intersects the ``circle'' with radius d around v. Top (v, k) or Top (v, k, d) returns the k facilities of greatest weight that affect v or, with a distance parameter d, whose effect region intersects the ``circle'' with radius d around v. The weights of the facilities and the operation that Sum uses to ``sum'' them must form a semigroup. For Top queries, the weights must be drawn from a total order.

Instance segmentation is a form of image detection which has a range of applications, such as object refinement, medical image analysis, and image/video editing, all of which demand a high degree of accuracy. However, this precision is often beyond the reach of what even state-of-the-art, fully automated instance segmentation algorithms can deliver. The performance gap becomes particularly prohibitive for small and complex objects. Practitioners typically resort to fully manual annotation, which can be a laborious process. In order to overcome this problem, we propose a novel approach to enable more precise predictions and generate higher-quality segmentation masks for high-curvature, complex and small-scale objects. Our human-assisted segmentation model, HAISTA-NET, augments the existing Strong Mask R-CNN network to incorporate human-specified partial boundaries. We also present a dataset of hand-drawn partial object boundaries, which we refer to as human attention maps. In addition, the Partial Sketch Object Boundaries (PSOB) dataset contains hand-drawn partial object boundaries which represent curvatures of an object's ground truth mask with several pixels. Through extensive evaluation using the PSOB dataset, we show that HAISTA-NET outperforms state-of-the art methods such as Mask R-CNN, Strong Mask R-CNN, and Mask2Former, achieving respective increases of +36.7, +29.6, and +26.5 points in AP-Mask metrics for these three models. We hope that our novel approach will set a baseline for future human-aided deep learning models by combining fully automated and interactive instance segmentation architectures.

Recent advances in 3D fully convolutional networks (FCN) have made it feasible to produce dense voxel-wise predictions of volumetric images. In this work, we show that a multi-class 3D FCN trained on manually labeled CT scans of several anatomical structures (ranging from the large organs to thin vessels) can achieve competitive segmentation results, while avoiding the need for handcrafting features or training class-specific models. To this end, we propose a two-stage, coarse-to-fine approach that will first use a 3D FCN to roughly define a candidate region, which will then be used as input to a second 3D FCN. This reduces the number of voxels the second FCN has to classify to ~10% and allows it to focus on more detailed segmentation of the organs and vessels. We utilize training and validation sets consisting of 331 clinical CT images and test our models on a completely unseen data collection acquired at a different hospital that includes 150 CT scans, targeting three anatomical organs (liver, spleen, and pancreas). In challenging organs such as the pancreas, our cascaded approach improves the mean Dice score from 68.5 to 82.2%, achieving the highest reported average score on this dataset. We compare with a 2D FCN method on a separate dataset of 240 CT scans with 18 classes and achieve a significantly higher performance in small organs and vessels. Furthermore, we explore fine-tuning our models to different datasets. Our experiments illustrate the promise and robustness of current 3D FCN based semantic segmentation of medical images, achieving state-of-the-art results. Our code and trained models are available for download: //github.com/holgerroth/3Dunet_abdomen_cascade.

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