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Representing human performance at high-fidelity is an essential building block in diverse applications, such as film production, computer games or videoconferencing. To close the gap to production-level quality, we introduce HumanRF, a 4D dynamic neural scene representation that captures full-body appearance in motion from multi-view video input, and enables playback from novel, unseen viewpoints. Our novel representation acts as a dynamic video encoding that captures fine details at high compression rates by factorizing space-time into a temporal matrix-vector decomposition. This allows us to obtain temporally coherent reconstructions of human actors for long sequences, while representing high-resolution details even in the context of challenging motion. While most research focuses on synthesizing at resolutions of 4MP or lower, we address the challenge of operating at 12MP. To this end, we introduce ActorsHQ, a novel multi-view dataset that provides 12MP footage from 160 cameras for 16 sequences with high-fidelity, per-frame mesh reconstructions. We demonstrate challenges that emerge from using such high-resolution data and show that our newly introduced HumanRF effectively leverages this data, making a significant step towards production-level quality novel view synthesis.

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Neural Radiance Fields (NeRF) have received considerable attention recently, due to its impressive capability in photo-realistic 3D reconstruction and novel view synthesis, given a set of posed camera images. Earlier work usually assumes the input images are of good quality. However, image degradation (e.g. image motion blur in low-light conditions) can easily happen in real-world scenarios, which would further affect the rendering quality of NeRF. In this paper, we present a novel bundle adjusted deblur Neural Radiance Fields (BAD-NeRF), which can be robust to severe motion blurred images and inaccurate camera poses. Our approach models the physical image formation process of a motion blurred image, and jointly learns the parameters of NeRF and recovers the camera motion trajectories during exposure time. In experiments, we show that by directly modeling the real physical image formation process, BAD-NeRF achieves superior performance over prior works on both synthetic and real datasets. Code and data are available at //github.com/WU-CVGL/BAD-NeRF.

This paper addresses the challenge of industrial bin picking using entangled wire harnesses. Wire harnesses are essential in manufacturing but poses challenges in automation due to their complex geometries and propensity for entanglement. Our previous work tackled this issue by proposing a quasi-static pulling motion to separate the entangled wire harnesses. However, it still lacks sufficiency and generalization to various shapes and structures. In this paper, we deploy a dual-arm robot that can grasp, extract and disentangle wire harnesses from dense clutter using dynamic manipulation. The robot can swing to dynamically discard the entangled objects and regrasp to adjust the undesirable grasp pose. To improve the robustness and accuracy of the system, we leverage a closed-loop framework that uses haptic feedback to detect entanglement in real-time and flexibly adjust system parameters. Our bin picking system achieves an overall success rate of 91.2% in the real-world experiments using two different types of long wire harnesses. It demonstrates the effectiveness of our system in handling various wire harnesses for industrial bin picking.

This study aims to compare multiple deep learning-based forecasters for the task of predicting volatility using multivariate data. The paper evaluates a range of models, starting from simpler and shallower ones and progressing to deeper and more complex architectures. Additionally, the performance of these models is compared against naive predictions and variations of classical GARCH models. The prediction of volatility for five assets, namely S&P500, NASDAQ100, gold, silver, and oil, is specifically addressed using GARCH models, Multi-Layer Perceptrons, Recurrent Neural Networks, Temporal Convolutional Networks, and the Temporal Fusion Transformer. In the majority of cases, the Temporal Fusion Transformer, followed by variants of the Temporal Convolutional Network, outperformed classical approaches and shallow networks. These experiments were repeated, and the differences observed between the competing models were found to be statistically significant, thus providing strong encouragement for their practical application.

Human modeling and relighting are two fundamental problems in computer vision and graphics, where high-quality datasets can largely facilitate related research. However, most existing human datasets only provide multi-view human images captured under the same illumination. Although valuable for modeling tasks, they are not readily used in relighting problems. To promote research in both fields, in this paper, we present UltraStage, a new 3D human dataset that contains more than 2,000 high-quality human assets captured under both multi-view and multi-illumination settings. Specifically, for each example, we provide 32 surrounding views illuminated with one white light and two gradient illuminations. In addition to regular multi-view images, gradient illuminations help recover detailed surface normal and spatially-varying material maps, enabling various relighting applications. Inspired by recent advances in neural representation, we further interpret each example into a neural human asset which allows novel view synthesis under arbitrary lighting conditions. We show our neural human assets can achieve extremely high capture performance and are capable of representing fine details such as facial wrinkles and cloth folds. We also validate UltraStage in single image relighting tasks, training neural networks with virtual relighted data from neural assets and demonstrating realistic rendering improvements over prior arts. UltraStage will be publicly available to the community to stimulate significant future developments in various human modeling and rendering tasks. The dataset is available at //miaoing.github.io/RNHA.

While the emergence of powerful language models along with Chain-of-thought prompting has made automation more and more omnipresent, it sometimes demonstrates its weakness in long-term or multi-step logical reasoning. For example, users don't always get desirable answers for complex mathematical problems without human involvement. Against this background, we present the Manual Correction System (MCS) -- a human-in-the-loop system enhanced by Chain-of-Thought prompting, which explores how manual correction of sub-logics in rationales can improve LLM's reasoning performance. Moving one step forward, considering a system with human-in-the-loop involves more than having humans improve performance but also controlling the cost. Therefore, we post a Cost-utility Analysis Model for Human-in-the-Loop systems (CAMLOP) based on classical economics theory to analyze, quantify and balance the utility and the corresponding cost. We conduct experiments of MCS and CAMLOP with twelve datasets. A significant advantage w.r.t cost and utility proves its superiority over strong baselines.

Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.

3D content manipulation is an important computer vision task with many real-world applications (e.g., product design, cartoon generation, and 3D Avatar editing). Recently proposed 3D GANs can generate diverse photorealistic 3D-aware contents using Neural Radiance fields (NeRF). However, manipulation of NeRF still remains a challenging problem since the visual quality tends to degrade after manipulation and suboptimal control handles such as 2D semantic maps are used for manipulations. While text-guided manipulations have shown potential in 3D editing, such approaches often lack locality. To overcome these problems, we propose Local Editing NeRF (LENeRF), which only requires text inputs for fine-grained and localized manipulation. Specifically, we present three add-on modules of LENeRF, the Latent Residual Mapper, the Attention Field Network, and the Deformation Network, which are jointly used for local manipulations of 3D features by estimating a 3D attention field. The 3D attention field is learned in an unsupervised way, by distilling the zero-shot mask generation capability of CLIP to the 3D space with multi-view guidance. We conduct diverse experiments and thorough evaluations both quantitatively and qualitatively.

Modeling the spatial radiance distribution of light rays in a scene has been extensively explored for applications, including view synthesis. Spectrum and polarization, the wave properties of light, are often neglected due to their integration into three RGB spectral bands and their non-perceptibility to human vision. Despite this, these properties encompass substantial material and geometric information about a scene. In this work, we propose to model spectro-polarimetric fields, the spatial Stokes-vector distribution of any light ray at an arbitrary wavelength. We present Neural Spectro-polarimetric Fields (NeSpoF), a neural representation that models the physically-valid Stokes vector at given continuous variables of position, direction, and wavelength. NeSpoF manages inherently noisy raw measurements, showcases memory efficiency, and preserves physically vital signals, factors that are crucial for representing the high-dimensional signal of a spectro-polarimetric field. To validate NeSpoF, we introduce the first multi-view hyperspectral-polarimetric image dataset, comprised of both synthetic and real-world scenes. These were captured using our compact hyperspectral-polarimetric imaging system, which has been calibrated for robustness against system imperfections. We demonstrate the capabilities of NeSpoF on diverse scenes.

Contrastive loss has been increasingly used in learning representations from multiple modalities. In the limit, the nature of the contrastive loss encourages modalities to exactly match each other in the latent space. Yet it remains an open question how the modality alignment affects the downstream task performance. In this paper, based on an information-theoretic argument, we first prove that exact modality alignment is sub-optimal in general for downstream prediction tasks. Hence we advocate that the key of better performance lies in meaningful latent modality structures instead of perfect modality alignment. To this end, we propose three general approaches to construct latent modality structures. Specifically, we design 1) a deep feature separation loss for intra-modality regularization; 2) a Brownian-bridge loss for inter-modality regularization; and 3) a geometric consistency loss for both intra- and inter-modality regularization. Extensive experiments are conducted on two popular multi-modal representation learning frameworks: the CLIP-based two-tower model and the ALBEF-based fusion model. We test our model on a variety of tasks including zero/few-shot image classification, image-text retrieval, visual question answering, visual reasoning, and visual entailment. Our method achieves consistent improvements over existing methods, demonstrating the effectiveness and generalizability of our proposed approach on latent modality structure regularization.

Deep learning has shown great potential for modeling the physical dynamics of complex particle systems such as fluids (in Lagrangian descriptions). Existing approaches, however, require the supervision of consecutive particle properties, including positions and velocities. In this paper, we consider a partially observable scenario known as fluid dynamics grounding, that is, inferring the state transitions and interactions within the fluid particle systems from sequential visual observations of the fluid surface. We propose a differentiable two-stage network named NeuroFluid. Our approach consists of (i) a particle-driven neural renderer, which involves fluid physical properties into the volume rendering function, and (ii) a particle transition model optimized to reduce the differences between the rendered and the observed images. NeuroFluid provides the first solution to unsupervised learning of particle-based fluid dynamics by training these two models jointly. It is shown to reasonably estimate the underlying physics of fluids with different initial shapes, viscosity, and densities. It is a potential alternative approach to understanding complex fluid mechanics, such as turbulence, that are difficult to model using traditional methods of mathematical physics.

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