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Given an untrimmed video, temporal sentence grounding (TSG) aims to locate a target moment semantically according to a sentence query. Although previous respectable works have made decent success, they only focus on high-level visual features extracted from the consecutive decoded frames and fail to handle the compressed videos for query modelling, suffering from insufficient representation capability and significant computational complexity during training and testing. In this paper, we pose a new setting, compressed-domain TSG, which directly utilizes compressed videos rather than fully-decompressed frames as the visual input. To handle the raw video bit-stream input, we propose a novel Three-branch Compressed-domain Spatial-temporal Fusion (TCSF) framework, which extracts and aggregates three kinds of low-level visual features (I-frame, motion vector and residual features) for effective and efficient grounding. Particularly, instead of encoding the whole decoded frames like previous works, we capture the appearance representation by only learning the I-frame feature to reduce delay or latency. Besides, we explore the motion information not only by learning the motion vector feature, but also by exploring the relations of neighboring frames via the residual feature. In this way, a three-branch spatial-temporal attention layer with an adaptive motion-appearance fusion module is further designed to extract and aggregate both appearance and motion information for the final grounding. Experiments on three challenging datasets shows that our TCSF achieves better performance than other state-of-the-art methods with lower complexity.

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2023 年 5 月 4 日

Prior works for reconstructing hand-held objects from a single image rely on direct 3D shape supervision which is challenging to gather in real world at scale. Consequently, these approaches do not generalize well when presented with novel objects in in-the-wild settings. While 3D supervision is a major bottleneck, there is an abundance of in-the-wild raw video data showing hand-object interactions. In this paper, we automatically extract 3D supervision (via multiview 2D supervision) from such raw video data to scale up the learning of models for hand-held object reconstruction. This requires tackling two key challenges: unknown camera pose and occlusion. For the former, we use hand pose (predicted from existing techniques, e.g. FrankMocap) as a proxy for object pose. For the latter, we learn data-driven 3D shape priors using synthetic objects from the ObMan dataset. We use these indirect 3D cues to train occupancy networks that predict the 3D shape of objects from a single RGB image. Our experiments on the MOW and HO3D datasets show the effectiveness of these supervisory signals at predicting the 3D shape for real-world hand-held objects without any direct real-world 3D supervision.

Video super-resolution (VSR) techniques, especially deep-learning-based algorithms, have drastically improved over the last few years and shown impressive performance on synthetic data. However, their performance on real-world video data suffers because of the complexity of real-world degradations and misaligned video frames. Since obtaining a synthetic dataset consisting of low-resolution (LR) and high-resolution (HR) frames are easier than obtaining real-world LR and HR images, in this paper, we propose synthesizing real-world degradations on synthetic training datasets. The proposed synthetic real-world degradations (SRWD) include a combination of the blur, noise, downsampling, pixel binning, and image and video compression artifacts. We then propose using a random shuffling-based strategy to simulate these degradations on the training datasets and train a single end-to-end deep neural network (DNN) on the proposed larger variation of realistic synthesized training data. Our quantitative and qualitative comparative analysis shows that the proposed training strategy using diverse realistic degradations improves the performance by 7.1 % in terms of NRQM compared to RealBasicVSR and by 3.34 % compared to BSRGAN on the VideoLQ dataset. We also introduce a new dataset that contains high-resolution real-world videos that can serve as a common ground for bench-marking.

The recent advent of self-supervised pre-training techniques has led to a surge in the use of multimodal learning in form document understanding. However, existing approaches that extend the mask language modeling to other modalities require careful multi-task tuning, complex reconstruction target designs, or additional pre-training data. In FormNetV2, we introduce a centralized multimodal graph contrastive learning strategy to unify self-supervised pre-training for all modalities in one loss. The graph contrastive objective maximizes the agreement of multimodal representations, providing a natural interplay for all modalities without special customization. In addition, we extract image features within the bounding box that joins a pair of tokens connected by a graph edge, capturing more targeted visual cues without loading a sophisticated and separately pre-trained image embedder. FormNetV2 establishes new state-of-the-art performance on FUNSD, CORD, SROIE and Payment benchmarks with a more compact model size.

The mobile cloud gaming industry has been rapidly growing over the last decade. When streaming gaming videos are transmitted to customers' client devices from cloud servers, algorithms that can monitor distorted video quality without having any reference video available are desirable tools. However, creating No-Reference Video Quality Assessment (NR VQA) models that can accurately predict the quality of streaming gaming videos rendered by computer graphics engines is a challenging problem, since gaming content generally differs statistically from naturalistic videos, often lacks detail, and contains many smooth regions. Until recently, the problem has been further complicated by the lack of adequate subjective quality databases of mobile gaming content. We have created a new gaming-specific NR VQA model called the Gaming Video Quality Evaluator (GAMIVAL), which combines and leverages the advantages of spatial and temporal gaming distorted scene statistics models, a neural noise model, and deep semantic features. Using a support vector regression (SVR) as a regressor, GAMIVAL achieves superior performance on the new LIVE-Meta Mobile Cloud Gaming (LIVE-Meta MCG) video quality database.

Graph Neural Networks (GNNs) have gained momentum in graph representation learning and boosted the state of the art in a variety of areas, such as data mining (\emph{e.g.,} social network analysis and recommender systems), computer vision (\emph{e.g.,} object detection and point cloud learning), and natural language processing (\emph{e.g.,} relation extraction and sequence learning), to name a few. With the emergence of Transformers in natural language processing and computer vision, graph Transformers embed a graph structure into the Transformer architecture to overcome the limitations of local neighborhood aggregation while avoiding strict structural inductive biases. In this paper, we present a comprehensive review of GNNs and graph Transformers in computer vision from a task-oriented perspective. Specifically, we divide their applications in computer vision into five categories according to the modality of input data, \emph{i.e.,} 2D natural images, videos, 3D data, vision + language, and medical images. In each category, we further divide the applications according to a set of vision tasks. Such a task-oriented taxonomy allows us to examine how each task is tackled by different GNN-based approaches and how well these approaches perform. Based on the necessary preliminaries, we provide the definitions and challenges of the tasks, in-depth coverage of the representative approaches, as well as discussions regarding insights, limitations, and future directions.

Temporal sentence grounding in videos (TSGV), a.k.a., natural language video localization (NLVL) or video moment retrieval (VMR), aims to retrieve a temporal moment that semantically corresponds to a language query from an untrimmed video. Connecting computer vision and natural language, TSGV has drawn significant attention from researchers in both communities. This survey attempts to provide a summary of fundamental concepts in TSGV and current research status, as well as future research directions. As the background, we present a common structure of functional components in TSGV, in a tutorial style: from feature extraction from raw video and language query, to answer prediction of the target moment. Then we review the techniques for multimodal understanding and interaction, which is the key focus of TSGV for effective alignment between the two modalities. We construct a taxonomy of TSGV techniques and elaborate methods in different categories with their strengths and weaknesses. Lastly, we discuss issues with the current TSGV research and share our insights about promising research directions.

In many visual systems, visual tracking often bases on RGB image sequences, in which some targets are invalid in low-light conditions, and tracking performance is thus affected significantly. Introducing other modalities such as depth and infrared data is an effective way to handle imaging limitations of individual sources, but multi-modal imaging platforms usually require elaborate designs and cannot be applied in many real-world applications at present. Near-infrared (NIR) imaging becomes an essential part of many surveillance cameras, whose imaging is switchable between RGB and NIR based on the light intensity. These two modalities are heterogeneous with very different visual properties and thus bring big challenges for visual tracking. However, existing works have not studied this challenging problem. In this work, we address the cross-modal object tracking problem and contribute a new video dataset, including 654 cross-modal image sequences with over 481K frames in total, and the average video length is more than 735 frames. To promote the research and development of cross-modal object tracking, we propose a new algorithm, which learns the modality-aware target representation to mitigate the appearance gap between RGB and NIR modalities in the tracking process. It is plug-and-play and could thus be flexibly embedded into different tracking frameworks. Extensive experiments on the dataset are conducted, and we demonstrate the effectiveness of the proposed algorithm in two representative tracking frameworks against 17 state-of-the-art tracking methods. We will release the dataset for free academic usage, dataset download link and code will be released soon.

Video instance segmentation (VIS) is the task that requires simultaneously classifying, segmenting and tracking object instances of interest in video. Recent methods typically develop sophisticated pipelines to tackle this task. Here, we propose a new video instance segmentation framework built upon Transformers, termed VisTR, which views the VIS task as a direct end-to-end parallel sequence decoding/prediction problem. Given a video clip consisting of multiple image frames as input, VisTR outputs the sequence of masks for each instance in the video in order directly. At the core is a new, effective instance sequence matching and segmentation strategy, which supervises and segments instances at the sequence level as a whole. VisTR frames the instance segmentation and tracking in the same perspective of similarity learning, thus considerably simplifying the overall pipeline and is significantly different from existing approaches. Without bells and whistles, VisTR achieves the highest speed among all existing VIS models, and achieves the best result among methods using single model on the YouTube-VIS dataset. For the first time, we demonstrate a much simpler and faster video instance segmentation framework built upon Transformers, achieving competitive accuracy. We hope that VisTR can motivate future research for more video understanding tasks.

Since hardware resources are limited, the objective of training deep learning models is typically to maximize accuracy subject to the time and memory constraints of training and inference. We study the impact of model size in this setting, focusing on Transformer models for NLP tasks that are limited by compute: self-supervised pretraining and high-resource machine translation. We first show that even though smaller Transformer models execute faster per iteration, wider and deeper models converge in significantly fewer steps. Moreover, this acceleration in convergence typically outpaces the additional computational overhead of using larger models. Therefore, the most compute-efficient training strategy is to counterintuitively train extremely large models but stop after a small number of iterations. This leads to an apparent trade-off between the training efficiency of large Transformer models and the inference efficiency of small Transformer models. However, we show that large models are more robust to compression techniques such as quantization and pruning than small models. Consequently, one can get the best of both worlds: heavily compressed, large models achieve higher accuracy than lightly compressed, small models.

Traditional methods for link prediction can be categorized into three main types: graph structure feature-based, latent feature-based, and explicit feature-based. Graph structure feature methods leverage some handcrafted node proximity scores, e.g., common neighbors, to estimate the likelihood of links. Latent feature methods rely on factorizing networks' matrix representations to learn an embedding for each node. Explicit feature methods train a machine learning model on two nodes' explicit attributes. Each of the three types of methods has its unique merits. In this paper, we propose SEAL (learning from Subgraphs, Embeddings, and Attributes for Link prediction), a new framework for link prediction which combines the power of all the three types into a single graph neural network (GNN). GNN is a new type of neural network which directly accepts graphs as input and outputs their labels. In SEAL, the input to the GNN is a local subgraph around each target link. We prove theoretically that our local subgraphs also reserve a great deal of high-order graph structure features related to link existence. Another key feature is that our GNN can naturally incorporate latent features and explicit features. It is achieved by concatenating node embeddings (latent features) and node attributes (explicit features) in the node information matrix for each subgraph, thus combining the three types of features to enhance GNN learning. Through extensive experiments, SEAL shows unprecedentedly strong performance against a wide range of baseline methods, including various link prediction heuristics and network embedding methods.

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