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Gaze tracking is a valuable tool with a broad range of applications in various fields, including medicine, psychology, virtual reality, marketing, and safety. Therefore, it is essential to have gaze tracking software that is cost-efficient and high-performing. Accurately predicting gaze remains a difficult task, particularly in real-world situations where images are affected by motion blur, video compression, and noise. Super-resolution has been shown to improve image quality from a visual perspective. This work examines the usefulness of super-resolution for improving appearance-based gaze tracking. We show that not all SR models preserve the gaze direction. We propose a two-step framework based on SwinIR super-resolution model. The proposed method consistently outperforms the state-of-the-art, particularly in scenarios involving low-resolution or degraded images. Furthermore, we examine the use of super-resolution through the lens of self-supervised learning for gaze prediction. Self-supervised learning aims to learn from unlabelled data to reduce the amount of required labeled data for downstream tasks. We propose a novel architecture called SuperVision by fusing an SR backbone network to a ResNet18 (with some skip connections). The proposed SuperVision method uses 5x less labeled data and yet outperforms, by 15%, the state-of-the-art method of GazeTR which uses 100% of training data.

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Despite the recent development of learning-based gaze estimation methods, most methods require one or more eye or face region crops as inputs and produce a gaze direction vector as output. Cropping results in a higher resolution in the eye regions and having fewer confounding factors (such as clothing and hair) is believed to benefit the final model performance. However, this eye/face patch cropping process is expensive, erroneous, and implementation-specific for different methods. In this paper, we propose a frame-to-gaze network that directly predicts both 3D gaze origin and 3D gaze direction from the raw frame out of the camera without any face or eye cropping. Our method demonstrates that direct gaze regression from the raw downscaled frame, from FHD/HD to VGA/HVGA resolution, is possible despite the challenges of having very few pixels in the eye region. The proposed method achieves comparable results to state-of-the-art methods in Point-of-Gaze (PoG) estimation on three public gaze datasets: GazeCapture, MPIIFaceGaze, and EVE, and generalizes well to extreme camera view changes.

Image restoration is the task of aiming to obtain a high-quality image from a corrupt input image, such as deblurring and deraining. In image restoration, it is typically necessary to maintain a complex balance between spatial details and contextual information. Although a multi-stage network can optimally balance these competing goals and achieve significant performance, this also increases the system's complexity. In this paper, we propose a mountain-shaped single-stage design base on a simple U-Net architecture, which removes or replaces unnecessary nonlinear activation functions to achieve the above balance with low system complexity. Specifically, we propose a feature fusion middleware (FFM) mechanism as an information exchange component between the encoder-decoder architectural levels. It seamlessly integrates upper-layer information into the adjacent lower layer, sequentially down to the lowest layer. Finally, all information is fused into the original image resolution manipulation level. This preserves spatial details and integrates contextual information, ensuring high-quality image restoration. In addition, we propose a multi-head attention middle block (MHAMB) as a bridge between the encoder and decoder to capture more global information and surpass the limitations of the receptive field of CNNs. Extensive experiments demonstrate that our approach, named as M3SNet, outperforms previous state-of-the-art models while using less than half the computational costs, for several image restoration tasks, such as image deraining and deblurring.

We consider a federated learning (FL) system consisting of multiple clients and a server, where the clients aim to collaboratively learn a common decision model from their distributed data. Unlike the conventional FL framework that assumes the client's data is static, we consider scenarios where the clients' data distributions may be reshaped by the deployed decision model. In this work, we leverage the idea of distribution shift mappings in performative prediction to formalize this model-dependent data distribution shift and propose a performative federated learning framework. We first introduce necessary and sufficient conditions for the existence of a unique performative stable solution and characterize its distance to the performative optimal solution. Then we propose the performative FedAvg algorithm and show that it converges to the performative stable solution at a rate of O(1/T) under both full and partial participation schemes. In particular, we use novel proof techniques and show how the clients' heterogeneity influences the convergence. Numerical results validate our analysis and provide valuable insights into real-world applications.

Over the past decade, 3D graphics have become highly detailed to mimic the real world, exploding their size and complexity. Certain applications and device constraints necessitate their simplification and/or lossy compression, which can degrade their visual quality. Thus, to ensure the best Quality of Experience (QoE), it is important to evaluate the visual quality to accurately drive the compression and find the right compromise between visual quality and data size. In this work, we focus on subjective and objective quality assessment of textured 3D meshes. We first establish a large-scale dataset, which includes 55 source models quantitatively characterized in terms of geometric, color, and semantic complexity, and corrupted by combinations of 5 types of compression-based distortions applied on the geometry, texture mapping and texture image of the meshes. This dataset contains over 343k distorted stimuli. We propose an approach to select a challenging subset of 3000 stimuli for which we collected 148929 quality judgments from over 4500 participants in a large-scale crowdsourced subjective experiment. Leveraging our subject-rated dataset, a learning-based quality metric for 3D graphics was proposed. Our metric demonstrates state-of-the-art results on our dataset of textured meshes and on a dataset of distorted meshes with vertex colors. Finally, we present an application of our metric and dataset to explore the influence of distortion interactions and content characteristics on the perceived quality of compressed textured meshes.

Temporal modeling is crucial for multi-frame human pose estimation. Most existing methods directly employ optical flow or deformable convolution to predict full-spectrum motion fields, which might incur numerous irrelevant cues, such as a nearby person or background. Without further efforts to excavate meaningful motion priors, their results are suboptimal, especially in complicated spatiotemporal interactions. On the other hand, the temporal difference has the ability to encode representative motion information which can potentially be valuable for pose estimation but has not been fully exploited. In this paper, we present a novel multi-frame human pose estimation framework, which employs temporal differences across frames to model dynamic contexts and engages mutual information objectively to facilitate useful motion information disentanglement. To be specific, we design a multi-stage Temporal Difference Encoder that performs incremental cascaded learning conditioned on multi-stage feature difference sequences to derive informative motion representation. We further propose a Representation Disentanglement module from the mutual information perspective, which can grasp discriminative task-relevant motion signals by explicitly defining useful and noisy constituents of the raw motion features and minimizing their mutual information. These place us to rank No.1 in the Crowd Pose Estimation in Complex Events Challenge on benchmark dataset HiEve, and achieve state-of-the-art performance on three benchmarks PoseTrack2017, PoseTrack2018, and PoseTrack21.

Human-robot collaboration (HRC) has become increasingly relevant in industrial, household, and commercial settings. However, the effectiveness of such collaborations is highly dependent on the human and robots' situational awareness of the environment. Improving this awareness includes not only aligning perceptions in a shared workspace, but also bidirectionally communicating intent and visualizing different states of the environment to enhance scene understanding. In this paper, we propose ARDIE (Augmented Reality with Dialogue and Eye Gaze), a novel intelligent agent that leverages multi-modal feedback cues to enhance HRC. Our system utilizes a decision theoretic framework to formulate a joint policy that incorporates interactive augmented reality (AR), natural language, and eye gaze to portray current and future states of the environment. Through object-specific AR renders, the human can visualize future object interactions to make adjustments as needed, ultimately providing an interactive and efficient collaboration between humans and robots.

Simulation engines are widely adopted in robotics. However, they lack either full simulation control, ROS integration, realistic physics, or photorealism. Recently, synthetic data generation and realistic rendering has advanced tasks like target tracking and human pose estimation. However, when focusing on vision applications, there is usually a lack of information like sensor measurements or time continuity. On the other hand, simulations for most robotics tasks are performed in (semi)static environments, with specific sensors and low visual fidelity. To solve this, we introduced in our previous work a fully customizable framework for generating realistic animated dynamic environments (GRADE) [1]. We use GRADE to generate an indoor dynamic environment dataset and then compare multiple SLAM algorithms on different sequences. By doing that, we show how current research over-relies on known benchmarks, failing to generalize. Our tests with refined YOLO and Mask R-CNN models provide further evidence that additional research in dynamic SLAM is necessary. The code, results, and generated data are provided as open-source at //eliabntt.github.io/grade-rrSimulation of Dynamic Environments for SLAM

Estimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey to focus on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area. A regularly updated project page can be found at //github.com/tinatiansjz/hmr-survey.

Human pose estimation aims to locate the human body parts and build human body representation (e.g., body skeleton) from input data such as images and videos. It has drawn increasing attention during the past decade and has been utilized in a wide range of applications including human-computer interaction, motion analysis, augmented reality, and virtual reality. Although the recently developed deep learning-based solutions have achieved high performance in human pose estimation, there still remain challenges due to insufficient training data, depth ambiguities, and occlusions. The goal of this survey paper is to provide a comprehensive review of recent deep learning-based solutions for both 2D and 3D pose estimation via a systematic analysis and comparison of these solutions based on their input data and inference procedures. More than 240 research papers since 2014 are covered in this survey. Furthermore, 2D and 3D human pose estimation datasets and evaluation metrics are included. Quantitative performance comparisons of the reviewed methods on popular datasets are summarized and discussed. Finally, the challenges involved, applications, and future research directions are concluded. We also provide a regularly updated project page on: \url{//github.com/zczcwh/DL-HPE}

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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