Light-weight convolutional neural networks (CNNs) are specially designed for applications on mobile devices with faster inference speed. The convolutional operation can only capture local information in a window region, which prevents performance from being further improved. Introducing self-attention into convolution can capture global information well, but it will largely encumber the actual speed. In this paper, we propose a hardware-friendly attention mechanism (dubbed DFC attention) and then present a new GhostNetV2 architecture for mobile applications. The proposed DFC attention is constructed based on fully-connected layers, which can not only execute fast on common hardware but also capture the dependence between long-range pixels. We further revisit the expressiveness bottleneck in previous GhostNet and propose to enhance expanded features produced by cheap operations with DFC attention, so that a GhostNetV2 block can aggregate local and long-range information simultaneously. Extensive experiments demonstrate the superiority of GhostNetV2 over existing architectures. For example, it achieves 75.3% top-1 accuracy on ImageNet with 167M FLOPs, significantly suppressing GhostNetV1 (74.5%) with a similar computational cost. The source code will be available at https://github.com/huawei-noah/Efficient-AI-Backbones/tree/master/ghostnetv2_pytorch and https://gitee.com/mindspore/models/tree/master/research/cv/ghostnetv2.
Reconfigurable intelligent surfaces (RIS) is a revolutionary technology to cost-effectively improve the performance of wireless networks. We first review the existing framework of channel estimation and passive beamforming (CE & PBF) in RIS-assisted communication systems. To reduce the excessive pilot signaling overhead and implementation complexity of the CE & PBF framework, we conceive a codebook-based framework to strike flexible tradeoffs between communication performance and signaling overhead. Moreover, we provide useful insights into the codebook design and learning mechanisms of the RIS reflection pattern. Finally, we analyze the scalability of the proposed framework by flexibly adapting the training overhead to the specified quality-of-service requirements and then elaborate on its appealing advantages over the existing CE & PBF approaches. It is shown that our novel codebook-based framework can be beneficially applied to all RIS-assisted scenarios and avoids the curse of model dependency faced by its existing counterparts, thus constituting a competitive solution for practical RIS-assisted communication systems.
Perceiving and manipulating objects in a generalizable way has been actively studied by the computer vision and robotics communities, where cross-category generalizable manipulation skills are highly desired yet underexplored. In this work, we propose to learn such generalizable perception and manipulation via Generalizable and Actionable Parts (GAParts). By identifying and defining 9 GAPart classes (e.g. buttons, handles, etc), we show that our part-centric approach allows our method to learn object perception and manipulation skills from seen object categories and directly generalize to unseen categories. Following the GAPart definition, we construct a large-scale part-centric interactive dataset, GAPartNet, where rich, part-level annotations (semantics, poses) are provided for 1166 objects and 8489 part instances. Based on GAPartNet, we investigate three cross-category tasks: part segmentation, part pose estimation, and part-based object manipulation. Given the large domain gaps between seen and unseen object categories, we propose a strong 3D segmentation method from the perspective of domain generalization by integrating adversarial learning techniques. Our method outperforms all existing methods by a large margin, no matter on seen or unseen categories. Furthermore, with part segmentation and pose estimation results, we leverage the GAPart pose definition to design part-based manipulation heuristics that can generalize well to unseen object categories in both simulation and real world. The dataset and code will be released.
Accurate whole-body multi-person pose estimation and tracking is an important yet challenging topic in computer vision. To capture the subtle actions of humans for complex behavior analysis, whole-body pose estimation including the face, body, hand and foot is essential over conventional body-only pose estimation. In this paper, we present AlphaPose, a system that can perform accurate whole-body pose estimation and tracking jointly while running in realtime. To this end, we propose several new techniques: Symmetric Integral Keypoint Regression (SIKR) for fast and fine localization, Parametric Pose Non-Maximum-Suppression (P-NMS) for eliminating redundant human detections and Pose Aware Identity Embedding for jointly pose estimation and tracking. During training, we resort to Part-Guided Proposal Generator (PGPG) and multi-domain knowledge distillation to further improve the accuracy. Our method is able to localize whole-body keypoints accurately and tracks humans simultaneously given inaccurate bounding boxes and redundant detections. We show a significant improvement over current state-of-the-art methods in both speed and accuracy on COCO-wholebody, COCO, PoseTrack, and our proposed Halpe-FullBody pose estimation dataset. Our model, source codes and dataset are made publicly available at https://github.com/MVIG-SJTU/AlphaPose.
Flow visualization technologies such as particle tracking velocimetry (PTV) are broadly used in understanding the all-pervasiveness three-dimensional (3D) turbulent flow from nature and industrial processes. Despite the advances in 3D acquisition techniques, the developed motion estimation algorithms in particle tracking remain great challenges of large particle displacements, dense particle distributions and high computational cost. By introducing a novel deep neural network based on recurrent Graph Optimal Transport, called GotFlow3D, we present an end-to-end solution to learn the 3D fluid flow motion from double-frame particle sets. The proposed network constructs two graphs in the geometric and feature space and further enriches the original particle representations with the fused intrinsic and extrinsic features learnt from a graph neural network. The extracted deep features are subsequently utilized to make optimal transport plans indicating the correspondences of particle pairs, which are then iteratively and adaptively retrieved to guide the recurrent flow learning. Experimental evaluations, including assessments on numerical experiments and validations on real-world experiments, demonstrate that the proposed GotFlow3D achieves state-of-the-art performance against both recently-developed scene flow learners and particle tracking algorithms, with impressive accuracy, robustness and generalization ability, which can provide deeper insight into the complex dynamics of broad physical and biological systems.
Mutual localization provides a consensus of reference frame as an essential basis for cooperation in multirobot systems. Previous works have developed certifiable and robust solvers for relative transformation estimation between each pair of robots. However, recovering relative poses for robotic swarm with partially mutual observations is still an unexploited problem. In this paper, we present a complete algorithm for it with optimality, scalability and robustness. Firstly, we fuse all odometry and bearing measurements in a unified minimization problem among the Stiefel manifold. Furthermore, we relax the original non-convex problem into a semi-definite programming (SDP) problem with a strict tightness guarantee. Then, to hold the exactness in noised cases, we add a convex (linear) rank cost and apply a convex iteration algorithm. We compare our approach with local optimization methods on extensive simulations with different robot amounts under various noise levels to show our global optimality and scalability advantage. Finally, we conduct real-world experiments to show the practicality and robustness.
Robot swarm is a hot spot in robotic research community. In this paper, we propose a decentralized framework for car-like robotic swarm which is capable of real-time planning in unstructured environments. In this system, path finding is guided by environmental topology information to avoid frequent topological change, and search-based speed planning is leveraged to escape from infeasible initial value's local minima. Then spatial-temporal optimization is employed to generate a safe, smooth and dynamically feasible trajectory. During optimization, penalty is imposed on signed distance between agents to realize collision avoidance, and differential flatness cooperated with limitation on front steer angle satisfies the non-holonomic constraints. With trajectories broadcast to the wireless network, agents are able to check and prevent from potential collisions. We validate the robustness of our system in simulation and real-world experiments. Code will be released as open-source packages.
Formation flight has a vast potential for aerial robot swarms in various applications. However, existing methods lack the capability to achieve fully autonomous large-scale formation flight in dense environments. To bridge the gap, we present a complete formation flight system that effectively integrates real-world constraints into aerial formation navigation. This paper proposes a differentiable graph-based metric to quantify the overall similarity error between formations. This metric is invariant to rotation, translation, and scaling, providing more freedom for formation coordination. We design a distributed trajectory optimization framework that considers formation similarity, obstacle avoidance, and dynamic feasibility. The optimization is decoupled to make large-scale formation flights computationally feasible. To improve the elasticity of formation navigation in highly constrained scenes, we present a swarm reorganization method which adaptively adjusts the formation parameters and task assignments by generating local navigation goals. A novel swarm agreement strategy called global-remap-local-replan and a formation-level path planner is proposed in this work to coordinate the swarm global planning and local trajectory optimizations efficiently. To validate the proposed method, we design comprehensive benchmarks and simulations with other cutting-edge works in terms of adaptability, predictability, elasticity, resilience, and efficiency. Finally, integrated with palm-sized swarm platforms with onboard computers and sensors, the proposed method demonstrates its efficiency and robustness by achieving the largest scale formation flight in dense outdoor environments.
In edge computing, users' service profiles must be migrated in response to user mobility. Reinforcement learning (RL) frameworks have been proposed to do so. Nevertheless, these frameworks do not consider occasional server failures, which although rare, can prevent the smooth and safe functioning of edge computing users' latency sensitive applications such as autonomous driving and real-time obstacle detection, because users' computing jobs can no longer be completed. As these failures occur at a low probability, it is difficult for RL algorithms, which are inherently data-driven, to learn an optimal service migration solution for both the typical and rare event scenarios. Therefore, we introduce a rare events adaptive resilience framework FIRE, which integrates importance sampling into reinforcement learning to place backup services. We sample rare events at a rate proportional to their contribution to the value function, to learn an optimal policy. Our framework balances service migration trade-offs between delay and migration costs, with the costs of failure and the costs of backup placement and migration. We propose an importance sampling based Q-learning algorithm, and prove its boundedness and convergence to optimality. Following which we propose novel eligibility traces, linear function approximation and deep Q-learning versions of our algorithm to ensure it scales to real-world scenarios. We extend our framework to cater to users with different risk tolerances towards failure. Finally, we use trace driven experiments to show that our algorithm gives cost reductions in the event of failures.
3D human pose estimation from a monocular video has recently seen significant improvements. However, most state-of-the-art methods are kinematics-based, which are prone to physically implausible motions with pronounced artifacts. Current dynamics-based methods can predict physically plausible motion but are restricted to simple scenarios with static camera view. In this work, we present D&D (Learning Human Dynamics from Dynamic Camera), which leverages the laws of physics to reconstruct 3D human motion from the in-the-wild videos with a moving camera. D&D introduces inertial force control (IFC) to explain the 3D human motion in the non-inertial local frame by considering the inertial forces of the dynamic camera. To learn the ground contact with limited annotations, we develop probabilistic contact torque (PCT), which is computed by differentiable sampling from contact probabilities and used to generate motions. The contact state can be weakly supervised by encouraging the model to generate correct motions. Furthermore, we propose an attentive PD controller that adjusts target pose states using temporal information to obtain smooth and accurate pose control. Our approach is entirely neural-based and runs without offline optimization or simulation in physics engines. Experiments on large-scale 3D human motion benchmarks demonstrate the effectiveness of D&D, where we exhibit superior performance against both state-of-the-art kinematics-based and dynamics-based methods. Code is available at https://github.com/Jeffsjtu/DnD