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In this work, the problem of 4 degree-of-freedom (3D position and heading) robot-to-robot relative frame transformation estimation using onboard odometry and inter-robot distance measurements is studied. Firstly, we present a theoretical analysis of the problem, namely the derivation and interpretation of the Cramer-Rao Lower Bound (CRLB), the Fisher Information Matrix (FIM) and its determinant. Secondly, we propose optimization-based methods to solve the problem, including a quadratically constrained quadratic programming (QCQP) and the corresponding semidefinite programming (SDP) relaxation. Moreover, we address practical issues that are ignored in previous works, such as accounting for spatial-temporal offsets between the ultra-wideband (UWB) and odometry sensors, rejecting UWB outliers and checking for singular configurations before commencing operation. Lastly, extensive simulations and real-life experiments with aerial robots show that the proposed QCQP and SDP methods outperform state-of-the-art methods, especially in geometrically poor or large measurement noise conditions. In general, the QCQP method provides the best results at the expense of computational time, while the SDP method runs much faster and is sufficiently accurate in most cases.

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Recent advances in deep learning and computer vision offer an excellent opportunity to investigate high-level visual analysis tasks such as human localization and human pose estimation. Although the performance of human localization and human pose estimation has significantly improved in recent reports, they are not perfect and erroneous localization and pose estimation can be expected among video frames. Studies on the integration of these techniques into a generic pipeline that is robust to noise introduced from those errors are still lacking. This paper fills the missing study. We explored and developed two working pipelines that suited the visual-based positioning and pose estimation tasks. Analyses of the proposed pipelines were conducted on a badminton game. We showed that the concept of tracking by detection could work well, and errors in position and pose could be effectively handled by a linear interpolation technique using information from nearby frames. The results showed that the Visual-based Positioning and Pose Estimation could deliver position and pose estimations with good spatial and temporal resolutions.

Ball 3D localization in team sports has various applications including automatic offside detection in soccer, or shot release localization in basketball. Today, this task is either resolved by using expensive multi-views setups, or by restricting the analysis to ballistic trajectories. In this work, we propose to address the task on a single image from a calibrated monocular camera by estimating ball diameter in pixels and use the knowledge of real ball diameter in meters. This approach is suitable for any game situation where the ball is (even partly) visible. To achieve this, we use a small neural network trained on image patches around candidates generated by a conventional ball detector. Besides predicting ball diameter, our network outputs the confidence of having a ball in the image patch. Validations on 3 basketball datasets reveals that our model gives remarkable predictions on ball 3D localization. In addition, through its confidence output, our model improves the detection rate by filtering the candidates produced by the detector. The contributions of this work are (i) the first model to address 3D ball localization on a single image, (ii) an effective method for ball 3D annotation from single calibrated images, (iii) a high quality 3D ball evaluation dataset annotated from a single viewpoint. In addition, the code to reproduce this research is be made freely available at //github.com/gabriel-vanzandycke/deepsport.

In this paper, we propose M$^2$BEV, a unified framework that jointly performs 3D object detection and map segmentation in the Birds Eye View~(BEV) space with multi-camera image inputs. Unlike the majority of previous works which separately process detection and segmentation, M$^2$BEV infers both tasks with a unified model and improves efficiency. M$^2$BEV efficiently transforms multi-view 2D image features into the 3D BEV feature in ego-car coordinates. Such BEV representation is important as it enables different tasks to share a single encoder. Our framework further contains four important designs that benefit both accuracy and efficiency: (1) An efficient BEV encoder design that reduces the spatial dimension of a voxel feature map. (2) A dynamic box assignment strategy that uses learning-to-match to assign ground-truth 3D boxes with anchors. (3) A BEV centerness re-weighting that reinforces with larger weights for more distant predictions, and (4) Large-scale 2D detection pre-training and auxiliary supervision. We show that these designs significantly benefit the ill-posed camera-based 3D perception tasks where depth information is missing. M$^2$BEV is memory efficient, allowing significantly higher resolution images as input, with faster inference speed. Experiments on nuScenes show that M$^2$BEV achieves state-of-the-art results in both 3D object detection and BEV segmentation, with the best single model achieving 42.5 mAP and 57.0 mIoU in these two tasks, respectively.

Many recent state-of-the-art (SOTA) optical flow models use finite-step recurrent update operations to emulate traditional algorithms by encouraging iterative refinements toward a stable flow estimation. However, these RNNs impose large computation and memory overheads, and are not directly trained to model such stable estimation. They can converge poorly and thereby suffer from performance degradation. To combat these drawbacks, we propose deep equilibrium (DEQ) flow estimators, an approach that directly solves for the flow as the infinite-level fixed point of an implicit layer (using any black-box solver), and differentiates through this fixed point analytically (thus requiring $O(1)$ training memory). This implicit-depth approach is not predicated on any specific model, and thus can be applied to a wide range of SOTA flow estimation model designs. The use of these DEQ flow estimators allows us to compute the flow faster using, e.g., fixed-point reuse and inexact gradients, consumes $4\sim6\times$ times less training memory than the recurrent counterpart, and achieves better results with the same computation budget. In addition, we propose a novel, sparse fixed-point correction scheme to stabilize our DEQ flow estimators, which addresses a longstanding challenge for DEQ models in general. We test our approach in various realistic settings and show that it improves SOTA methods on Sintel and KITTI datasets with substantially better computational and memory efficiency.

With the rapid growth of surveillance cameras in many public places to mon-itor human activities such as in malls, streets, schools and, prisons, there is a strong demand for such systems to detect violence events automatically. Au-tomatic analysis of video to detect violence is significant for law enforce-ment. Moreover, it helps to avoid any social, economic and environmental damages. Mostly, all systems today require manual human supervisors to de-tect violence scenes in the video which is inefficient and inaccurate. in this work, we interest in physical violence that involved two persons or more. This work proposed a novel method to detect violence using a fusion tech-nique of two significantly different convolutional neural networks (CNNs) which are AlexNet and SqueezeNet networks. Each network followed by separate Convolution Long Short Term memory (ConvLSTM) to extract ro-bust and richer features from a video in the final hidden state. Then, making a fusion of these two obtained states and fed to the max-pooling layer. Final-ly, features were classified using a series of fully connected layers and soft-max classifier. The performance of the proposed method is evaluated using three standard benchmark datasets in terms of detection accuracy: Hockey Fight dataset, Movie dataset and Violent Flow dataset. The results show an accuracy of 97%, 100%, and 96% respectively. A comparison of the results with the state of the art techniques revealed the promising capability of the proposed method in recognizing violent videos.

Leveraging line features to improve localization accuracy of point-based visual-inertial SLAM (VINS) is gaining interest as they provide additional constraints on scene structure. However, real-time performance when incorporating line features in VINS has not been addressed. This paper presents PL-VINS, a real-time optimization-based monocular VINS method with point and line features, developed based on the state-of-the-art point-based VINS-Mono \cite{vins}. We observe that current works use the LSD \cite{lsd} algorithm to extract line features; however, LSD is designed for scene shape representation instead of the pose estimation problem, which becomes the bottleneck for the real-time performance due to its high computational cost. In this paper, a modified LSD algorithm is presented by studying a hidden parameter tuning and length rejection strategy. The modified LSD can run at least three times as fast as LSD. Further, by representing space lines with the Pl\"{u}cker coordinates, the residual error in line estimation is modeled in terms of the point-to-line distance, which is then minimized by iteratively updating the minimum four-parameter orthonormal representation of the Pl\"{u}cker coordinates. Experiments in a public benchmark dataset show that the localization error of our method is 12-16\% less than that of VINS-Mono at the same pose update frequency. %For the benefit of the community, The source code of our method is available at: //github.com/cnqiangfu/PL-VINS.

Soft robotic grippers facilitate contact-rich manipulation, including robust grasping of varied objects. Yet the beneficial compliance of a soft gripper also results in significant deformation that can make precision manipulation challenging. We present visual pressure estimation & control (VPEC), a method that uses a single RGB image of an unmodified soft gripper from an external camera to directly infer pressure applied to the world by the gripper. We present inference results for a pneumatic gripper and a tendon-actuated gripper making contact with a flat surface. We also show that VPEC enables precision manipulation via closed-loop control of inferred pressure. We present results for a mobile manipulator (Stretch RE1 from Hello Robot) using visual servoing to do the following: achieve target pressures when making contact; follow a spatial pressure trajectory; and grasp small objects, including a microSD card, a washer, a penny, and a pill. Overall, our results show that VPEC enables grippers with high compliance to perform precision manipulation.

We present a new sublinear time algorithm for approximating the spectral density (eigenvalue distribution) of an $n\times n$ normalized graph adjacency or Laplacian matrix. The algorithm recovers the spectrum up to $\epsilon$ accuracy in the Wasserstein-1 distance in $O(n\cdot \text{poly}(1/\epsilon))$ time given sample access to the graph. This result compliments recent work by David Cohen-Steiner, Weihao Kong, Christian Sohler, and Gregory Valiant (2018), which obtains a solution with runtime independent of $n$, but exponential in $1/\epsilon$. We conjecture that the trade-off between dimension dependence and accuracy is inherent. Our method is simple and works well experimentally. It is based on a Chebyshev polynomial moment matching method that employees randomized estimators for the matrix trace. We prove that, for any Hermitian $A$, this moment matching method returns an $\epsilon$ approximation to the spectral density using just $O({1}/{\epsilon})$ matrix-vector products with $A$. By leveraging stability properties of the Chebyshev polynomial three-term recurrence, we then prove that the method is amenable to the use of coarse approximate matrix-vector products. Our sublinear time algorithm follows from combining this result with a novel sampling algorithm for approximating matrix-vector products with a normalized graph adjacency matrix. Of independent interest, we show a similar result for the widely used \emph{kernel polynomial method} (KPM), proving that this practical algorithm nearly matches the theoretical guarantees of our moment matching method. Our analysis uses tools from Jackson's seminal work on approximation with positive polynomial kernels.

Multi-fidelity models are of great importance due to their capability of fusing information coming from different simulations and sensors. In the context of Gaussian process regression we can exploit low-fidelity models to better capture the latent manifold thus improving the accuracy of the model. We focus on the approximation of high-dimensional scalar functions with low intrinsic dimensionality. By introducing a low dimensional bias in a chain of Gaussian processes with different fidelities we can fight the curse of dimensionality affecting these kind of quantities of interest, especially for many-query applications. In particular we seek a gradient-based reduction of the parameter space through linear active subspaces or a nonlinear transformation of the input space. Then we build a low-fidelity response surface based on such reduction, thus enabling multi-fidelity Gaussian process regression without the need of running new simulations with simplified physical models. This has a great potential in the data scarcity regime affecting many engineering applications. In this work we present a new multi-fidelity approach -- starting from the preliminary analysis conducted in Romor et al. 2020 -- involving active subspaces and nonlinear level-set learning method. The proposed numerical method is tested on two high-dimensional benchmark functions, and on a more complex car aerodynamics problem. We show how a low intrinsic dimensionality bias can increase the accuracy of Gaussian process response surfaces.

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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