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In this paper, we present TOSS, which introduces text to the task of novel view synthesis (NVS) from just a single RGB image. While Zero-1-to-3 has demonstrated impressive zero-shot open-set NVS capability, it treats NVS as a pure image-to-image translation problem. This approach suffers from the challengingly under-constrained nature of single-view NVS: the process lacks means of explicit user control and often results in implausible NVS generations. To address this limitation, TOSS uses text as high-level semantic information to constrain the NVS solution space. TOSS fine-tunes text-to-image Stable Diffusion pre-trained on large-scale text-image pairs and introduces modules specifically tailored to image and camera pose conditioning, as well as dedicated training for pose correctness and preservation of fine details. Comprehensive experiments are conducted with results showing that our proposed TOSS outperforms Zero-1-to-3 with more plausible, controllable and multiview-consistent NVS results. We further support these results with comprehensive ablations that underscore the effectiveness and potential of the introduced semantic guidance and architecture design.

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The recent Gaussian Splatting achieves high-quality and real-time novel-view synthesis of the 3D scenes. However, it is solely concentrated on the appearance and geometry modeling, while lacking in fine-grained object-level scene understanding. To address this issue, we propose Gaussian Grouping, which extends Gaussian Splatting to jointly reconstruct and segment anything in open-world 3D scenes. We augment each Gaussian with a compact Identity Encoding, allowing the Gaussians to be grouped according to their object instance or stuff membership in the 3D scene. Instead of resorting to expensive 3D labels, we supervise the Identity Encodings during the differentiable rendering by leveraging the 2D mask predictions by SAM, along with introduced 3D spatial consistency regularization. Comparing to the implicit NeRF representation, we show that the discrete and grouped 3D Gaussians can reconstruct, segment and edit anything in 3D with high visual quality, fine granularity and efficiency. Based on Gaussian Grouping, we further propose a local Gaussian Editing scheme, which shows efficacy in versatile scene editing applications, including 3D object removal, inpainting, colorization and scene recomposition. Our code and models will be at //github.com/lkeab/gaussian-grouping.

Video Internet of Things (VIoT) has shown full potential in collecting an unprecedented volume of video data. Learning to schedule perceiving models and analyzing the collected videos intelligently will be potential sparks for VIoT. In this paper, to address the challenges posed by the fine-grained and interrelated vision tool usage of VIoT, we build VIoTGPT, the framework based on LLMs to correctly interact with humans, query knowledge videos, and invoke vision models to accomplish complicated tasks. To support VIoTGPT and related future works, we meticulously crafted the training dataset and established benchmarks involving 11 representative vision models across three categories based on semi-automatic annotations. To guide LLM to act as the intelligent agent towards intelligent VIoT, we resort to ReAct instruction tuning based on the collected VIoT dataset to learn the tool capability. Quantitative and qualitative experimental results and analyses demonstrate the effectiveness of VIoTGPT.

In this paper, we investigate how to push the performance limits of serving Deep Neural Network (DNN) models on CPU-based servers. Specifically, we observe that while intra-operator parallelism across multiple threads is an effective way to reduce inference latency, it provides diminishing returns. Our primary insight is that instead of running a single instance of a model with all available threads on a server, running multiple instances each with smaller batch sizes and fewer threads for intra-op parallelism can provide lower inference latency. However, the right configuration is hard to determine manually since it is workload- (DNN model and batch size used by the serving system) and deployment-dependent (number of CPU cores on server). We present Packrat, a new serving system for online inference that given a model and batch size ($B$) algorithmically picks the optimal number of instances ($i$), the number of threads each should be allocated ($t$), and the batch sizes each should operate on ($b$) that minimizes latency. Packrat is built as an extension to TorchServe and supports online reconfigurations to avoid serving downtime. Averaged across a range of batch sizes, Packrat improves inference latency by 1.43$\times$ to 1.83$\times$ on a range of commonly used DNNs.

In this paper, we propose a simple yet effective approach for self-supervised video object segmentation (VOS). Our key insight is that the inherent structural dependencies present in DINO-pretrained Transformers can be leveraged to establish robust spatio-temporal correspondences in videos. Furthermore, simple clustering on this correspondence cue is sufficient to yield competitive segmentation results. Previous self-supervised VOS techniques majorly resort to auxiliary modalities or utilize iterative slot attention to assist in object discovery, which restricts their general applicability and imposes higher computational requirements. To deal with these challenges, we develop a simplified architecture that capitalizes on the emerging objectness from DINO-pretrained Transformers, bypassing the need for additional modalities or slot attention. Specifically, we first introduce a single spatio-temporal Transformer block to process the frame-wise DINO features and establish spatio-temporal dependencies in the form of self-attention. Subsequently, utilizing these attention maps, we implement hierarchical clustering to generate object segmentation masks. To train the spatio-temporal block in a fully self-supervised manner, we employ semantic and dynamic motion consistency coupled with entropy normalization. Our method demonstrates state-of-the-art performance across multiple unsupervised VOS benchmarks and particularly excels in complex real-world multi-object video segmentation tasks such as DAVIS-17-Unsupervised and YouTube-VIS-19. The code and model checkpoints will be released at //github.com/shvdiwnkozbw/SSL-UVOS.

In this paper, we introduce U-Net v2, a new robust and efficient U-Net variant for medical image segmentation. It aims to augment the infusion of semantic information into low-level features while simultaneously refining high-level features with finer details. For an input image, we begin by extracting multi-level features with a deep neural network encoder. Next, we enhance the feature map of each level by infusing semantic information from higher-level features and integrating finer details from lower-level features through Hadamard product. Our novel skip connections empower features of all the levels with enriched semantic characteristics and intricate details. The improved features are subsequently transmitted to the decoder for further processing and segmentation. Our method can be seamlessly integrated into any Encoder-Decoder network. We evaluate our method on several public medical image segmentation datasets for skin lesion segmentation and polyp segmentation, and the experimental results demonstrate the segmentation accuracy of our new method over state-of-the-art methods, while preserving memory and computational efficiency. Code is available at: //github.com/yaoppeng/U-Net\_v2

Recent text-to-3D methods employing diffusion models have made significant advancements in 3D human generation. However, these approaches face challenges due to the limitations of text-to-image diffusion models, which lack an understanding of 3D structures. Consequently, these methods struggle to achieve high-quality human generation, resulting in smooth geometry and cartoon-like appearances. In this paper, we propose HumanNorm, a novel approach for high-quality and realistic 3D human generation. The main idea is to enhance the model's 2D perception of 3D geometry by learning a normal-adapted diffusion model and a normal-aligned diffusion model. The normal-adapted diffusion model can generate high-fidelity normal maps corresponding to user prompts with view-dependent and body-aware text. The normal-aligned diffusion model learns to generate color images aligned with the normal maps, thereby transforming physical geometry details into realistic appearance. Leveraging the proposed normal diffusion model, we devise a progressive geometry generation strategy and a multi-step Score Distillation Sampling (SDS) loss to enhance the performance of 3D human generation. Comprehensive experiments substantiate HumanNorm's ability to generate 3D humans with intricate geometry and realistic appearances. HumanNorm outperforms existing text-to-3D methods in both geometry and texture quality. The project page of HumanNorm is //humannorm.github.io/.

This paper shows the effectiveness of 2D backbone scaling and pretraining for pillar-based 3D object detectors. Pillar-based methods mainly employ randomly initialized 2D convolution neural network (ConvNet) for feature extraction and fail to enjoy the benefits from the backbone scaling and pretraining in the image domain. To show the scaling-up capacity in point clouds, we introduce the dense ConvNet pretrained on large-scale image datasets (e.g., ImageNet) as the 2D backbone of pillar-based detectors. The ConvNets are adaptively designed based on the model size according to the specific features of point clouds, such as sparsity and irregularity. Equipped with the pretrained ConvNets, our proposed pillar-based detector, termed PillarNeSt, outperforms the existing 3D object detectors by a large margin on the nuScenes and Argoversev2 datasets. Our code shall be released upon acceptance.

In this paper, we introduce a novel swarm application, swarm synergy, where robots in a swarm intend to form communities. Each robot is considered to make independent decisions without any communication capability (silent agent). The proposed algorithm is based on parameters local to individual robots. Engaging scenarios are studied where the silent robots form communities without the preset conditions on the number of communities, community size, goal location of each community, and specific members in the community. Our approach allows silent robots to achieve this self-organized swarm behavior using only sensory inputs from the environment. The algorithm facilitates the formation of multiple swarm communities at arbitrary locations with unspecified goal locations. We further infer the behavior of swarm synergy to ensure the anonymity/untraceability of both robots and communities. The robots intend to form a community by sensing the neighbors, creating synergy in a bounded environment. The time to achieve synergy depends on the environment boundary and the onboard sensor's field of view. Compared to the state-of-art with similar objectives, the proposed communication-free swarm synergy shows comparative time to synergize with untraceability features.

In this paper, we propose a novel Feature Decomposition and Reconstruction Learning (FDRL) method for effective facial expression recognition. We view the expression information as the combination of the shared information (expression similarities) across different expressions and the unique information (expression-specific variations) for each expression. More specifically, FDRL mainly consists of two crucial networks: a Feature Decomposition Network (FDN) and a Feature Reconstruction Network (FRN). In particular, FDN first decomposes the basic features extracted from a backbone network into a set of facial action-aware latent features to model expression similarities. Then, FRN captures the intra-feature and inter-feature relationships for latent features to characterize expression-specific variations, and reconstructs the expression feature. To this end, two modules including an intra-feature relation modeling module and an inter-feature relation modeling module are developed in FRN. Experimental results on both the in-the-lab databases (including CK+, MMI, and Oulu-CASIA) and the in-the-wild databases (including RAF-DB and SFEW) show that the proposed FDRL method consistently achieves higher recognition accuracy than several state-of-the-art methods. This clearly highlights the benefit of feature decomposition and reconstruction for classifying expressions.

This work addresses a novel and challenging problem of estimating the full 3D hand shape and pose from a single RGB image. Most current methods in 3D hand analysis from monocular RGB images only focus on estimating the 3D locations of hand keypoints, which cannot fully express the 3D shape of hand. In contrast, we propose a Graph Convolutional Neural Network (Graph CNN) based method to reconstruct a full 3D mesh of hand surface that contains richer information of both 3D hand shape and pose. To train networks with full supervision, we create a large-scale synthetic dataset containing both ground truth 3D meshes and 3D poses. When fine-tuning the networks on real-world datasets without 3D ground truth, we propose a weakly-supervised approach by leveraging the depth map as a weak supervision in training. Through extensive evaluations on our proposed new datasets and two public datasets, we show that our proposed method can produce accurate and reasonable 3D hand mesh, and can achieve superior 3D hand pose estimation accuracy when compared with state-of-the-art methods.

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