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We present a novel framework for the automatic discovery and recognition of motion primitives in videos of human activities. Given the 3D pose of a human in a video, human motion primitives are discovered by optimizing the `motion flux', a quantity which captures the motion variation of a group of skeletal joints. A normalization of the primitives is proposed in order to make them invariant with respect to a subject anatomical variations and data sampling rate. The discovered primitives are unknown and unlabeled and are unsupervisedly collected into classes via a hierarchical non-parametric Bayes mixture model. Once classes are determined and labeled they are further analyzed for establishing models for recognizing discovered primitives. Each primitive model is defined by a set of learned parameters. Given new video data and given the estimated pose of the subject appearing on the video, the motion is segmented into primitives, which are recognized with a probability given according to the parameters of the learned models. Using our framework we build a publicly available dataset of human motion primitives, using sequences taken from well-known motion capture datasets. We expect that our framework, by providing an objective way for discovering and categorizing human motion, will be a useful tool in numerous research fields including video analysis, human inspired motion generation, learning by demonstration, intuitive human-robot interaction, and human behavior analysis.

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ACM/IEEE第23屆模型驅動工程語言和系統國際會議,是模型驅動軟件和系統工程的首要會議系列,由ACM-SIGSOFT和IEEE-TCSE支持組織。自1998年以來,模型涵蓋了建模的各個方面,從語言和方法到工具和應用程序。模特的參加者來自不同的背景,包括研究人員、學者、工程師和工業專業人士。MODELS 2019是一個論壇,參與者可以圍繞建模和模型驅動的軟件和系統交流前沿研究成果和創新實踐經驗。今年的版本將為建模社區提供進一步推進建模基礎的機會,并在網絡物理系統、嵌入式系統、社會技術系統、云計算、大數據、機器學習、安全、開源等新興領域提出建模的創新應用以及可持續性。 官網鏈接: · 門控 · Extensibility · 通道 · 可約的 ·
2020 年 3 月 27 日

In this work, we propose a generally applicable transformation unit for visual recognition with deep convolutional neural networks. This transformation explicitly models channel relationships with explainable control variables. These variables determine the neuron behaviors of competition or cooperation, and they are jointly optimized with the convolutional weight towards more accurate recognition. In Squeeze-and-Excitation (SE) Networks, the channel relationships are implicitly learned by fully connected layers, and the SE block is integrated at the block-level. We instead introduce a channel normalization layer to reduce the number of parameters and computational complexity. This lightweight layer incorporates a simple l2 normalization, enabling our transformation unit applicable to operator-level without much increase of additional parameters. Extensive experiments demonstrate the effectiveness of our unit with clear margins on many vision tasks, i.e., image classification on ImageNet, object detection and instance segmentation on COCO, video classification on Kinetics.

3D Morphable Model (3DMM) based methods have achieved great success in recovering 3D face shapes from single-view images. However, the facial textures recovered by such methods lack the fidelity as exhibited in the input images. Recent work demonstrates high-quality facial texture recovering with generative networks trained from a large-scale database of high-resolution UV maps of face textures, which is hard to prepare and not publicly available. In this paper, we introduce a method to reconstruct 3D facial shapes with high-fidelity textures from single-view images in-the-wild, without the need to capture a large-scale face texture database. The main idea is to refine the initial texture generated by a 3DMM based method with facial details from the input image. To this end, we propose to use graph convolutional networks to reconstruct the detailed colors for the mesh vertices instead of reconstructing the UV map. Experiments show that our method can generate high-quality results and outperforms state-of-the-art methods in both qualitative and quantitative comparisons.

Ego hand gestures can be used as an interface in AR and VR environments. While the context of an image is important for tasks like scene understanding, object recognition, image caption generation and activity recognition, it plays a minimal role in ego hand gesture recognition. An ego hand gesture used for AR and VR environments conveys the same information regardless of the background. With this idea in mind, we present our work on ego hand gesture recognition that produces embeddings from RBG images with ego hands, which are simultaneously used for ego hand segmentation and ego gesture recognition. To this extent, we achieved better recognition accuracy (96.9%) compared to the state of the art (92.2%) on the biggest ego hand gesture dataset available publicly. We present a gesture recognition deep neural network which recognises ego hand gestures from videos (videos containing a single gesture) by generating and recognising embeddings of ego hands from image sequences of varying length. We introduce the concept of simultaneous segmentation and recognition applied to ego hand gestures, present the network architecture, the training procedure and the results compared to the state of the art on the EgoGesture dataset

We present SlowFast networks for video recognition. Our model involves (i) a Slow pathway, operating at low frame rate, to capture spatial semantics, and (ii) a Fast pathway, operating at high frame rate, to capture motion at fine temporal resolution. The Fast pathway can be made very lightweight by reducing its channel capacity, yet can learn useful temporal information for video recognition. Our models achieve strong performance for both action classification and detection in video, and large improvements are pin-pointed as contributions by our SlowFast concept. We report state-of-the-art accuracy on major video recognition benchmarks, Kinetics, Charades and AVA. Code will be made publicly available in PyTorch.

Despite huge success in the image domain, modern detection models such as Faster R-CNN have not been used nearly as much for video analysis. This is arguably due to the fact that detection models are designed to operate on single frames and as a result do not have a mechanism for learning motion representations directly from video. We propose a learning procedure that allows detection models such as Faster R-CNN to learn motion features directly from the RGB video data while being optimized with respect to a pose estimation task. Given a pair of video frames---Frame A and Frame B---we force our model to predict human pose in Frame A using the features from Frame B. We do so by leveraging deformable convolutions across space and time. Our network learns to spatially sample features from Frame B in order to maximize pose detection accuracy in Frame A. This naturally encourages our network to learn motion offsets encoding the spatial correspondences between the two frames. We refer to these motion offsets as DiMoFs (Discriminative Motion Features). In our experiments we show that our training scheme helps learn effective motion cues, which can be used to estimate and localize salient human motion. Furthermore, we demonstrate that as a byproduct, our model also learns features that lead to improved pose detection in still-images, and better keypoint tracking. Finally, we show how to leverage our learned model for the tasks of spatiotemporal action localization and fine-grained action recognition.

This paper presents a novel approach for synthesizing automatically age-progressed facial images in video sequences using Deep Reinforcement Learning. The proposed method models facial structures and the longitudinal face-aging process of given subjects coherently across video frames. The approach is optimized using a long-term reward, Reinforcement Learning function with deep feature extraction from Deep Convolutional Neural Network. Unlike previous age-progression methods that are only able to synthesize an aged likeness of a face from a single input image, the proposed approach is capable of age-progressing facial likenesses in videos with consistently synthesized facial features across frames. In addition, the deep reinforcement learning method guarantees preservation of the visual identity of input faces after age-progression. Results on videos of our new collected aging face AGFW-v2 database demonstrate the advantages of the proposed solution in terms of both quality of age-progressed faces, temporal smoothness, and cross-age face verification.

Objects are made of parts, each with distinct geometry, physics, functionality, and affordances. Developing such a distributed, physical, interpretable representation of objects will facilitate intelligent agents to better explore and interact with the world. In this paper, we study physical primitive decomposition---understanding an object through its components, each with physical and geometric attributes. As annotated data for object parts and physics are rare, we propose a novel formulation that learns physical primitives by explaining both an object's appearance and its behaviors in physical events. Our model performs well on block towers and tools in both synthetic and real scenarios; we also demonstrate that visual and physical observations often provide complementary signals. We further present ablation and behavioral studies to better understand our model and contrast it with human performance.

We propose Human Pose Models that represent RGB and depth images of human poses independent of clothing textures, backgrounds, lighting conditions, body shapes and camera viewpoints. Learning such universal models requires training images where all factors are varied for every human pose. Capturing such data is prohibitively expensive. Therefore, we develop a framework for synthesizing the training data. First, we learn representative human poses from a large corpus of real motion captured human skeleton data. Next, we fit synthetic 3D humans with different body shapes to each pose and render each from 180 camera viewpoints while randomly varying the clothing textures, background and lighting. Generative Adversarial Networks are employed to minimize the gap between synthetic and real image distributions. CNN models are then learned that transfer human poses to a shared high-level invariant space. The learned CNN models are then used as invariant feature extractors from real RGB and depth frames of human action videos and the temporal variations are modelled by Fourier Temporal Pyramid. Finally, linear SVM is used for classification. Experiments on three benchmark cross-view human action datasets show that our algorithm outperforms existing methods by significant margins for RGB only and RGB-D action recognition.

In this paper, we introduce a challenging new dataset, MLB-YouTube, designed for fine-grained activity detection. The dataset contains two settings: segmented video classification as well as activity detection in continuous videos. We experimentally compare various recognition approaches capturing temporal structure in activity videos, by classifying segmented videos and extending those approaches to continuous videos. We also compare models on the extremely difficult task of predicting pitch speed and pitch type from broadcast baseball videos. We find that learning temporal structure is valuable for fine-grained activity recognition.

We present a challenging and realistic novel dataset for evaluating 6-DOF object tracking algorithms. Existing datasets show serious limitations---notably, unrealistic synthetic data, or real data with large fiducial markers---preventing the community from obtaining an accurate picture of the state-of-the-art. Our key contribution is a novel pipeline for acquiring accurate ground truth poses of real objects w.r.t a Kinect V2 sensor by using a commercial motion capture system. A total of 100 calibrated sequences of real objects are acquired in three different scenarios to evaluate the performance of trackers in various scenarios: stability, robustness to occlusion and accuracy during challenging interactions between a person and the object. We conduct an extensive study of a deep 6-DOF tracking architecture and determine a set of optimal parameters. We enhance the architecture and the training methodology to train a 6-DOF tracker that can robustly generalize to objects never seen during training, and demonstrate favorable performance compared to previous approaches trained specifically on the objects to track.

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