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Due to limited camera capacities, digital images usually have a narrower dynamic illumination range than real-world scene radiance. To resolve this problem, High Dynamic Range (HDR) reconstruction is proposed to recover the dynamic range to better represent real-world scenes. However, due to different physical imaging parameters, the tone-mapping functions between images and real radiance are highly diverse, which makes HDR reconstruction extremely challenging. Existing solutions can not explicitly clarify a corresponding relationship between the tone-mapping function and the generated HDR image, but this relationship is vital when guiding the reconstruction of HDR images. To address this problem, we propose a method to explicitly estimate the tone mapping function and its corresponding HDR image in one network. Firstly, based on the characteristics of the tone mapping function, we construct a model by a polynomial to describe the trend of the tone curve. To fit this curve, we use a learnable network to estimate the coefficients of the polynomial. This curve will be automatically adjusted according to the tone space of the Low Dynamic Range (LDR) image, and reconstruct the real HDR image. Besides, since all current datasets do not provide the corresponding relationship between the tone mapping function and the LDR image, we construct a new dataset with both synthetic and real images. Extensive experiments show that our method generalizes well under different tone-mapping functions and achieves SOTA performance.

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Information compression techniques are majorly employed to address the concern of reducing communication cost over peer-to-peer links. In this paper, we investigate distributed Nash equilibrium (NE) seeking problems in a class of non-cooperative games over directed graphs with information compression. To improve communication efficiency, a compressed distributed NE seeking (C-DNES) algorithm is proposed to obtain a NE for games, where the differences between decision vectors and their estimates are compressed. The proposed algorithm is compatible with a general class of compression operators, including both unbiased and biased compressors. Moreover, our approach only requires the adjacency matrix of the directed graph to be row-stochastic, in contrast to past works that relied on balancedness or specific global network parameters. It is shown that C-DNES not only inherits the advantages of conventional distributed NE algorithms, achieving linear convergence rate for games with restricted strongly monotone mappings, but also saves communication costs in terms of transmitted bits. Finally, numerical simulations illustrate the advantages of C-DNES in saving communication cost by an order of magnitude under different compressors.

The state-of-the-art neural video codecs have outperformed the most sophisticated traditional codecs in terms of RD performance in certain cases. However, utilizing them for practical applications is still challenging for two major reasons. 1) Cross-platform computational errors resulting from floating point operations can lead to inaccurate decoding of the bitstream. 2) The high computational complexity of the encoding and decoding process poses a challenge in achieving real-time performance. In this paper, we propose a real-time cross-platform neural video codec, which is capable of efficiently decoding of 720P video bitstream from other encoding platforms on a consumer-grade GPU. First, to solve the problem of inconsistency of codec caused by the uncertainty of floating point calculations across platforms, we design a calibration transmitting system to guarantee the consistent quantization of entropy parameters between the encoding and decoding stages. The parameters that may have transboundary quantization between encoding and decoding are identified in the encoding stage, and their coordinates will be delivered by auxiliary transmitted bitstream. By doing so, these inconsistent parameters can be processed properly in the decoding stage. Furthermore, to reduce the bitrate of the auxiliary bitstream, we rectify the distribution of entropy parameters using a piecewise Gaussian constraint. Second, to match the computational limitations on the decoding side for real-time video codec, we design a lightweight model. A series of efficiency techniques enable our model to achieve 25 FPS decoding speed on NVIDIA RTX 2080 GPU. Experimental results demonstrate that our model can achieve real-time decoding of 720P videos while encoding on another platform. Furthermore, the real-time model brings up to a maximum of 24.2\% BD-rate improvement from the perspective of PSNR with the anchor H.265.

We study a challenging problem of unsupervised discovery of object landmarks. Many recent methods rely on bottlenecks to generate 2D Gaussian heatmaps however, these are limited in generating informed heatmaps while training, presumably due to the lack of effective structural cues. Also, it is assumed that all predicted landmarks are semantically relevant despite having no ground truth supervision. In the current work, we introduce a consistency-guided bottleneck in an image reconstruction-based pipeline that leverages landmark consistency, a measure of compatibility score with the pseudo-ground truth to generate adaptive heatmaps. We propose obtaining pseudo-supervision via forming landmark correspondence across images. The consistency then modulates the uncertainty of the discovered landmarks in the generation of adaptive heatmaps which rank consistent landmarks above their noisy counterparts, providing effective structural information for improved robustness. Evaluations on five diverse datasets including MAFL, AFLW, LS3D, Cats, and Shoes demonstrate excellent performance of the proposed approach compared to the existing state-of-the-art methods. Our code is publicly available at //github.com/MamonaAwan/CGB_ULD.

It is significant to evaluate the security of existing digital image tampering localization algorithms in real-world applications. In this paper, we propose an adversarial attack scheme to reveal the reliability of such tampering localizers, which would be fooled and fail to predict altered regions correctly. Specifically, the adversarial examples based on optimization and gradient are implemented for white/black-box attacks. Correspondingly, the adversarial example is optimized via reverse gradient propagation, and the perturbation is added adaptively in the direction of gradient rising. The black-box attack is achieved by relying on the transferability of such adversarial examples to different localizers. Extensive evaluations verify that the proposed attack sharply reduces the localization accuracy while preserving high visual quality of the attacked images.

This paper presents a new approach for assembling graph neural networks based on framelet transforms. The latter provides a multi-scale representation for graph-structured data. With the framelet system, we can decompose the graph feature into low-pass and high-pass frequencies as extracted features for network training, which then defines a framelet-based graph convolution. The framelet decomposition naturally induces a graph pooling strategy by aggregating the graph feature into low-pass and high-pass spectra, which considers both the feature values and geometry of the graph data and conserves the total information. The graph neural networks with the proposed framelet convolution and pooling achieve state-of-the-art performance in many types of node and graph prediction tasks. Moreover, we propose shrinkage as a new activation for the framelet convolution, which thresholds the high-frequency information at different scales. Compared to ReLU, shrinkage in framelet convolution improves the graph neural network model in terms of denoising and signal compression: noises in both node and structure can be significantly reduced by accurately cutting off the high-pass coefficients from framelet decomposition, and the signal can be compressed to less than half its original size with the prediction performance well preserved.

Knowledge graph (KG) embedding encodes the entities and relations from a KG into low-dimensional vector spaces to support various applications such as KG completion, question answering, and recommender systems. In real world, knowledge graphs (KGs) are dynamic and evolve over time with addition or deletion of triples. However, most existing models focus on embedding static KGs while neglecting dynamics. To adapt to the changes in a KG, these models need to be re-trained on the whole KG with a high time cost. In this paper, to tackle the aforementioned problem, we propose a new context-aware Dynamic Knowledge Graph Embedding (DKGE) method which supports the embedding learning in an online fashion. DKGE introduces two different representations (i.e., knowledge embedding and contextual element embedding) for each entity and each relation, in the joint modeling of entities and relations as well as their contexts, by employing two attentive graph convolutional networks, a gate strategy, and translation operations. This effectively helps limit the impacts of a KG update in certain regions, not in the entire graph, so that DKGE can rapidly acquire the updated KG embedding by a proposed online learning algorithm. Furthermore, DKGE can also learn KG embedding from scratch. Experiments on the tasks of link prediction and question answering in a dynamic environment demonstrate the effectiveness and efficiency of DKGE.

Graph neural networks (GNNs) are a popular class of machine learning models whose major advantage is their ability to incorporate a sparse and discrete dependency structure between data points. Unfortunately, GNNs can only be used when such a graph-structure is available. In practice, however, real-world graphs are often noisy and incomplete or might not be available at all. With this work, we propose to jointly learn the graph structure and the parameters of graph convolutional networks (GCNs) by approximately solving a bilevel program that learns a discrete probability distribution on the edges of the graph. This allows one to apply GCNs not only in scenarios where the given graph is incomplete or corrupted but also in those where a graph is not available. We conduct a series of experiments that analyze the behavior of the proposed method and demonstrate that it outperforms related methods by a significant margin.

Recent advancements in deep neural networks for graph-structured data have led to state-of-the-art performance on recommender system benchmarks. However, making these methods practical and scalable to web-scale recommendation tasks with billions of items and hundreds of millions of users remains a challenge. Here we describe a large-scale deep recommendation engine that we developed and deployed at Pinterest. We develop a data-efficient Graph Convolutional Network (GCN) algorithm PinSage, which combines efficient random walks and graph convolutions to generate embeddings of nodes (i.e., items) that incorporate both graph structure as well as node feature information. Compared to prior GCN approaches, we develop a novel method based on highly efficient random walks to structure the convolutions and design a novel training strategy that relies on harder-and-harder training examples to improve robustness and convergence of the model. We also develop an efficient MapReduce model inference algorithm to generate embeddings using a trained model. We deploy PinSage at Pinterest and train it on 7.5 billion examples on a graph with 3 billion nodes representing pins and boards, and 18 billion edges. According to offline metrics, user studies and A/B tests, PinSage generates higher-quality recommendations than comparable deep learning and graph-based alternatives. To our knowledge, this is the largest application of deep graph embeddings to date and paves the way for a new generation of web-scale recommender systems based on graph convolutional architectures.

High spectral dimensionality and the shortage of annotations make hyperspectral image (HSI) classification a challenging problem. Recent studies suggest that convolutional neural networks can learn discriminative spatial features, which play a paramount role in HSI interpretation. However, most of these methods ignore the distinctive spectral-spatial characteristic of hyperspectral data. In addition, a large amount of unlabeled data remains an unexploited gold mine for efficient data use. Therefore, we proposed an integration of generative adversarial networks (GANs) and probabilistic graphical models for HSI classification. Specifically, we used a spectral-spatial generator and a discriminator to identify land cover categories of hyperspectral cubes. Moreover, to take advantage of a large amount of unlabeled data, we adopted a conditional random field to refine the preliminary classification results generated by GANs. Experimental results obtained using two commonly studied datasets demonstrate that the proposed framework achieved encouraging classification accuracy using a small number of data for training.

Recent advance in fluorescence microscopy enables acquisition of 3D image volumes with better quality and deeper penetration into tissue. Segmentation is a required step to characterize and analyze biological structures in the images. 3D segmentation using deep learning has achieved promising results in microscopy images. One issue is that deep learning techniques require a large set of groundtruth data which is impractical to annotate manually for microscopy volumes. This paper describes a 3D nuclei segmentation method using 3D convolutional neural networks. A set of synthetic volumes and the corresponding groundtruth volumes are generated automatically using a generative adversarial network. Segmentation results demonstrate that our proposed method is capable of segmenting nuclei successfully in 3D for various data sets.

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