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Single-stage multi-person human pose estimation (MPPE) methods have shown great performance improvements, but existing methods fail to disentangle features by individual instances under crowded scenes. In this paper, we propose a bounding box-level instance representation learning called BoIR, which simultaneously solves instance detection, instance disentanglement, and instance-keypoint association problems. Our new instance embedding loss provides a learning signal on the entire area of the image with bounding box annotations, achieving globally consistent and disentangled instance representation. Our method exploits multi-task learning of bottom-up keypoint estimation, bounding box regression, and contrastive instance embedding learning, without additional computational cost during inference. BoIR is effective for crowded scenes, outperforming state-of-the-art on COCO val (0.8 AP), COCO test-dev (0.5 AP), CrowdPose (4.9 AP), and OCHuman (3.5 AP). Code will be available at //github.com/uyoung-jeong/BoIR

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Motion forecasting plays a crucial role in autonomous driving, with the aim of predicting the future reasonable motions of traffic agents. Most existing methods mainly model the historical interactions between agents and the environment, and predict multi-modal trajectories in a feedforward process, ignoring potential trajectory changes caused by future interactions between agents. In this paper, we propose a novel Future Feedback Interaction Network (FFINet) to aggregate features the current observations and potential future interactions for trajectory prediction. Firstly, we employ different spatial-temporal encoders to embed the decomposed position vectors and the current position of each scene, providing rich features for the subsequent cross-temporal aggregation. Secondly, the relative interaction and cross-temporal aggregation strategies are sequentially adopted to integrate features in the current fusion module, observation interaction module, future feedback module and global fusion module, in which the future feedback module can enable the understanding of pre-action by feeding the influence of preview information to feedforward prediction. Thirdly, the comprehensive interaction features are further fed into final predictor to generate the joint predicted trajectories of multiple agents. Extensive experimental results show that our FFINet achieves the state-of-the-art performance on Argoverse 1 and Argoverse 2 motion forecasting benchmarks.

Eye contact is a crucial non-verbal interaction modality and plays an important role in our everyday social life. While humans are very sensitive to eye contact, the capabilities of machines to capture a person's gaze are still mediocre. We tackle this challenge and present NITEC, a hand-annotated eye contact dataset for ego-vision interaction. NITEC exceeds existing datasets for ego-vision eye contact in size and variety of demographics, social contexts, and lighting conditions, making it a valuable resource for advancing ego-vision-based eye contact research. Our extensive evaluations on NITEC demonstrate strong cross-dataset performance, emphasizing its effectiveness and adaptability in various scenarios, that allows seamless utilization to the fields of computer vision, human-computer interaction, and social robotics. We make our NITEC dataset publicly available to foster reproducibility and further exploration in the field of ego-vision interaction. //github.com/thohemp/nitec

Large language models(LLMs) exhibit excellent performance across a variety of tasks, but they come with significant computational and storage costs. Quantizing these models is an effective way to alleviate this issue. However, existing methods struggle to strike a balance between model accuracy and hardware efficiency. This is where we introduce AWEQ, a post-training method that requires no additional training overhead. AWEQ excels in both ultra-low-bit quantization and 8-bit weight and activation (W8A8) quantization. There is an observation that weight quantization is less challenging than activation quantization. AWEQ transfers the difficulty of activation quantization to weights using channel equalization, achieving a balance between the quantization difficulties of both, and thereby maximizing performance. We have further refined the equalization method to mitigate quantization bias error, ensuring the robustness of the model. Extensive experiments on popular models such as LLaMA and OPT demonstrate that AWEQ outperforms all existing post-training quantization methods for large models.

Deep Neural Networks and Reinforcement Learning methods have empirically shown great promise in tackling challenging combinatorial problems. In those methods a deep neural network is used as a solution generator which is then trained by gradient-based methods (e.g., policy gradient) to successively obtain better solution distributions. In this work we introduce a novel theoretical framework for analyzing the effectiveness of such methods. We ask whether there exist generative models that (i) are expressive enough to generate approximately optimal solutions; (ii) have a tractable, i.e, polynomial in the size of the input, number of parameters; (iii) their optimization landscape is benign in the sense that it does not contain sub-optimal stationary points. Our main contribution is a positive answer to this question. Our result holds for a broad class of combinatorial problems including Max- and Min-Cut, Max-$k$-CSP, Maximum-Weight-Bipartite-Matching, and the Traveling Salesman Problem. As a byproduct of our analysis we introduce a novel regularization process over vanilla gradient descent and provide theoretical and experimental evidence that it helps address vanishing-gradient issues and escape bad stationary points.

Large pre-trained vision-language models such as CLIP have demonstrated great potential in zero-shot transferability to downstream tasks. However, to attain optimal performance, the manual selection of prompts is necessary to improve alignment between the downstream image distribution and the textual class descriptions. This manual prompt engineering is the major challenge for deploying such models in practice since it requires domain expertise and is extremely time-consuming. To avoid non-trivial prompt engineering, recent work Context Optimization (CoOp) introduced the concept of prompt learning to the vision domain using learnable textual tokens. While CoOp can achieve substantial improvements over manual prompts, its learned context is worse generalizable to wider unseen classes within the same dataset. In this work, we present Prompt Learning with Reparameterization Encoder (PRE) - a simple and efficient method that enhances the generalization ability of the learnable prompt to unseen classes while maintaining the capacity to learn Base classes. Instead of directly optimizing the prompts, PRE employs a prompt encoder to reparameterize the input prompt embeddings, enhancing the exploration of task-specific knowledge from few-shot samples. Experiments and extensive ablation studies on 8 benchmarks demonstrate that our approach is an efficient method for prompt learning. Specifically, PRE achieves a notable enhancement of 5.60% in average accuracy on New classes and 3% in Harmonic mean compared to CoOp in the 16-shot setting, all achieved within a good training time.

Manipulating objects without grasping them is an essential component of human dexterity, referred to as non-prehensile manipulation. Non-prehensile manipulation may enable more complex interactions with the objects, but also presents challenges in reasoning about gripper-object interactions. In this work, we introduce Hybrid Actor-Critic Maps for Manipulation (HACMan), a reinforcement learning approach for 6D non-prehensile manipulation of objects using point cloud observations. HACMan proposes a temporally-abstracted and spatially-grounded object-centric action representation that consists of selecting a contact location from the object point cloud and a set of motion parameters describing how the robot will move after making contact. We modify an existing off-policy RL algorithm to learn in this hybrid discrete-continuous action representation. We evaluate HACMan on a 6D object pose alignment task in both simulation and in the real world. On the hardest version of our task, with randomized initial poses, randomized 6D goals, and diverse object categories, our policy demonstrates strong generalization to unseen object categories without a performance drop, achieving an 89% success rate on unseen objects in simulation and 50% success rate with zero-shot transfer in the real world. Compared to alternative action representations, HACMan achieves a success rate more than three times higher than the best baseline. With zero-shot sim2real transfer, our policy can successfully manipulate unseen objects in the real world for challenging non-planar goals, using dynamic and contact-rich non-prehensile skills. Videos can be found on the project website: //hacman-2023.github.io.

Sample-to-class-based face recognition models can not fully explore the cross-sample relationship among large amounts of facial images, while sample-to-sample-based models require sophisticated pairing processes for training. Furthermore, neither method satisfies the requirements of real-world face verification applications, which expect a unified threshold separating positive from negative facial pairs. In this paper, we propose a unified threshold integrated sample-to-sample based loss (USS loss), which features an explicit unified threshold for distinguishing positive from negative pairs. Inspired by our USS loss, we also derive the sample-to-sample based softmax and BCE losses, and discuss their relationship. Extensive evaluation on multiple benchmark datasets, including MFR, IJB-C, LFW, CFP-FP, AgeDB, and MegaFace, demonstrates that the proposed USS loss is highly efficient and can work seamlessly with sample-to-class-based losses. The embedded loss (USS and sample-to-class Softmax loss) overcomes the pitfalls of previous approaches and the trained facial model UniTSFace exhibits exceptional performance, outperforming state-of-the-art methods, such as CosFace, ArcFace, VPL, AnchorFace, and UNPG. Our code is available.

Current methods based on Neural Radiance Fields (NeRF) significantly lack the capacity to quantify uncertainty in their predictions, particularly on the unseen space including the occluded and outside scene content. This limitation hinders their extensive applications in robotics, where the reliability of model predictions has to be considered for tasks such as robotic exploration and planning in unknown environments. To address this, we propose a novel approach to estimate a 3D Uncertainty Field based on the learned incomplete scene geometry, which explicitly identifies these unseen regions. By considering the accumulated transmittance along each camera ray, our Uncertainty Field infers 2D pixel-wise uncertainty, exhibiting high values for rays directly casting towards occluded or outside the scene content. To quantify the uncertainty on the learned surface, we model a stochastic radiance field. Our experiments demonstrate that our approach is the only one that can explicitly reason about high uncertainty both on 3D unseen regions and its involved 2D rendered pixels, compared with recent methods. Furthermore, we illustrate that our designed uncertainty field is ideally suited for real-world robotics tasks, such as next-best-view selection.

We propose to pre-train a unified language model for both autoencoding and partially autoregressive language modeling tasks using a novel training procedure, referred to as a pseudo-masked language model (PMLM). Given an input text with masked tokens, we rely on conventional masks to learn inter-relations between corrupted tokens and context via autoencoding, and pseudo masks to learn intra-relations between masked spans via partially autoregressive modeling. With well-designed position embeddings and self-attention masks, the context encodings are reused to avoid redundant computation. Moreover, conventional masks used for autoencoding provide global masking information, so that all the position embeddings are accessible in partially autoregressive language modeling. In addition, the two tasks pre-train a unified language model as a bidirectional encoder and a sequence-to-sequence decoder, respectively. Our experiments show that the unified language models pre-trained using PMLM achieve new state-of-the-art results on a wide range of natural language understanding and generation tasks across several widely used benchmarks.

Retrieving object instances among cluttered scenes efficiently requires compact yet comprehensive regional image representations. Intuitively, object semantics can help build the index that focuses on the most relevant regions. However, due to the lack of bounding-box datasets for objects of interest among retrieval benchmarks, most recent work on regional representations has focused on either uniform or class-agnostic region selection. In this paper, we first fill the void by providing a new dataset of landmark bounding boxes, based on the Google Landmarks dataset, that includes $94k$ images with manually curated boxes from $15k$ unique landmarks. Then, we demonstrate how a trained landmark detector, using our new dataset, can be leveraged to index image regions and improve retrieval accuracy while being much more efficient than existing regional methods. In addition, we further introduce a novel regional aggregated selective match kernel (R-ASMK) to effectively combine information from detected regions into an improved holistic image representation. R-ASMK boosts image retrieval accuracy substantially at no additional memory cost, while even outperforming systems that index image regions independently. Our complete image retrieval system improves upon the previous state-of-the-art by significant margins on the Revisited Oxford and Paris datasets. Code and data will be released.

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