We present an integrated approach by combining analog computing and deep learning for electrocardiogram (ECG) arrhythmia classification. We propose EKGNet, a hardware-efficient and fully analog arrhythmia classification architecture that archives high accuracy with low power consumption. The proposed architecture leverages the energy efficiency of transistors operating in the subthreshold region, eliminating the need for analog-to-digital converters (ADC) and static random access memory (SRAM). The system design includes a novel analog sequential Multiply-Accumulate (MAC) circuit that mitigates process, supply voltage, and temperature variations. Experimental evaluations on PhysioNet's MIT-BIH and PTB Diagnostics datasets demonstrate the effectiveness of the proposed method, achieving average balanced accuracy of 95% and 94.25% for intra-patient arrhythmia classification and myocardial infarction (MI) classification, respectively. This innovative approach presents a promising avenue for developing low-power arrhythmia classification systems with enhanced accuracy and transferability in biomedical applications.
Diffusion-based methods have achieved prominent success in generating 2D media. However, accomplishing similar proficiencies for scene-level mesh texturing in 3D spatial applications, e.g., XR/VR, remains constrained, primarily due to the intricate nature of 3D geometry and the necessity for immersive free-viewpoint rendering. In this paper, we propose a novel indoor scene texturing framework, which delivers text-driven texture generation with enchanting details and authentic spatial coherence. The key insight is to first imagine a stylized 360{\deg} panoramic texture from the central viewpoint of the scene, and then propagate it to the rest areas with inpainting and imitating techniques. To ensure meaningful and aligned textures to the scene, we develop a novel coarse-to-fine panoramic texture generation approach with dual texture alignment, which both considers the geometry and texture cues of the captured scenes. To survive from cluttered geometries during texture propagation, we design a separated strategy, which conducts texture inpainting in confidential regions and then learns an implicit imitating network to synthesize textures in occluded and tiny structural areas. Extensive experiments and the immersive VR application on real-world indoor scenes demonstrate the high quality of the generated textures and the engaging experience on VR headsets. Project webpage: https://ybbbbt.com/publication/dreamspace
The SoccerNet 2023 challenges were the third annual video understanding challenges organized by the SoccerNet team. For this third edition, the challenges were composed of seven vision-based tasks split into three main themes. The first theme, broadcast video understanding, is composed of three high-level tasks related to describing events occurring in the video broadcasts: (1) action spotting, focusing on retrieving all timestamps related to global actions in soccer, (2) ball action spotting, focusing on retrieving all timestamps related to the soccer ball change of state, and (3) dense video captioning, focusing on describing the broadcast with natural language and anchored timestamps. The second theme, field understanding, relates to the single task of (4) camera calibration, focusing on retrieving the intrinsic and extrinsic camera parameters from images. The third and last theme, player understanding, is composed of three low-level tasks related to extracting information about the players: (5) re-identification, focusing on retrieving the same players across multiple views, (6) multiple object tracking, focusing on tracking players and the ball through unedited video streams, and (7) jersey number recognition, focusing on recognizing the jersey number of players from tracklets. Compared to the previous editions of the SoccerNet challenges, tasks (2-3-7) are novel, including new annotations and data, task (4) was enhanced with more data and annotations, and task (6) now focuses on end-to-end approaches. More information on the tasks, challenges, and leaderboards are available on https://www.soccer-net.org. Baselines and development kits can be found on https://github.com/SoccerNet.
Despite the tremendous progress in neural radiance fields (NeRF), we still face a dilemma of the trade-off between quality and efficiency, e.g., MipNeRF presents fine-detailed and anti-aliased renderings but takes days for training, while Instant-ngp can accomplish the reconstruction in a few minutes but suffers from blurring or aliasing when rendering at various distances or resolutions due to ignoring the sampling area. To this end, we propose a novel Tri-Mip encoding that enables both instant reconstruction and anti-aliased high-fidelity rendering for neural radiance fields. The key is to factorize the pre-filtered 3D feature spaces in three orthogonal mipmaps. In this way, we can efficiently perform 3D area sampling by taking advantage of 2D pre-filtered feature maps, which significantly elevates the rendering quality without sacrificing efficiency. To cope with the novel Tri-Mip representation, we propose a cone-casting rendering technique to efficiently sample anti-aliased 3D features with the Tri-Mip encoding considering both pixel imaging and observing distance. Extensive experiments on both synthetic and real-world datasets demonstrate our method achieves state-of-the-art rendering quality and reconstruction speed while maintaining a compact representation that reduces 25% model size compared against Instant-ngp.
Recently, there has been a growing trend toward feature-based approaches for Online Action Detection (OAD). However, these approaches have limitations due to their fixed backbone design, which ignores the potential capability of a trainable backbone. In this paper, we propose the first end-to-end OAD model, termed E2E-LOAD, designed to address the major challenge of OAD, namely, long-term understanding and efficient online reasoning. Specifically, our proposed approach adopts an initial spatial model that is shared by all frames and maintains a long sequence cache for inference at a low computational cost. We also advocate an asymmetric spatial-temporal model for long-form and short-form modeling effectively. Furthermore, we propose a novel and efficient inference mechanism that accelerates heavy spatial-temporal exploration. Extensive ablation studies and experiments demonstrate the effectiveness and efficiency of our proposed method. Notably, we achieve 17.3 (+12.6) FPS for end-to-end OAD with 72.4%~(+1.2%), 90.3%~(+0.7%), and 48.1%~(+26.0%) mAP on THMOUS14, TVSeries, and HDD, respectively, which is 3x faster than previous approaches. The source code will be made publicly available.
Clustering methods are being applied to a wider range of scenarios involving more complex datasets, where the shapes of clusters tend to be arbitrary. In this paper, we propose a novel Path-based Valley-seeking clustering algorithm for arbitrarily shaped clusters. This work aims to seek the valleys among clusters and then individually extract clusters. Three vital techniques are used in this algorithm. First, path distance (minmax distance) is employed to transform the irregular boundaries among clusters, that is density valleys, into perfect spherical shells. Second, a suitable density measurement, $k$-distance, is employed to make adjustment on Minimum Spanning Tree, by which a robust minmax distance is calculated. Third, we seek the transformed density valleys by determining their centers and radius. First, the clusters are wrapped in spherical shells after the distance transformation, making the extraction process efficient even with clusters of arbitrary shape. Second, adjusted Minimum Spanning Tree enhances the robustness of minmax distance under different kinds of noise. Last, the number of clusters does not need to be inputted or decided manually due to the individual extraction process. After applying the proposed algorithm to several commonly used synthetic datasets, the results indicate that the Path-based Valley-seeking algorithm is accurate and efficient. The algorithm is based on the dissimilarity of objects, so it can be applied to a wide range of fields. Its performance on real-world datasets illustrates its versatility.
Existing end-to-end Multi-Object Tracking (e2e-MOT) methods have not surpassed non-end-to-end tracking-by-detection methods. One potential reason is its label assignment strategy during training that consistently binds the tracked objects with tracking queries and then assigns the few newborns to detection queries. With one-to-one bipartite matching, such an assignment will yield unbalanced training, i.e., scarce positive samples for detection queries, especially for an enclosed scene, as the majority of the newborns come on stage at the beginning of videos. Thus, e2e-MOT will be easier to yield a tracking terminal without renewal or re-initialization, compared to other tracking-by-detection methods. To alleviate this problem, we present Co-MOT, a simple and effective method to facilitate e2e-MOT by a novel coopetition label assignment with a shadow concept. Specifically, we add tracked objects to the matching targets for detection queries when performing the label assignment for training the intermediate decoders. For query initialization, we expand each query by a set of shadow counterparts with limited disturbance to itself. With extensive ablations, Co-MOT achieves superior performance without extra costs, e.g., 69.4% HOTA on DanceTrack and 52.8% TETA on BDD100K. Impressively, Co-MOT only requires 38\% FLOPs of MOTRv2 to attain a similar performance, resulting in the 1.4$\times$ faster inference speed.
Conditional inference on joint textual and visual clues is a multi-modal reasoning task that textual clues provide prior permutation or external knowledge, which are complementary with visual content and pivotal to deducing the correct option. Previous methods utilizing pretrained vision-language models (VLMs) have achieved impressive performances, yet they show a lack of multimodal context reasoning capability, especially for text-modal information. To address this issue, we propose a Multi-modal Context Reasoning approach, named ModCR. Compared to VLMs performing reasoning via cross modal semantic alignment, it regards the given textual abstract semantic and objective image information as the pre-context information and embeds them into the language model to perform context reasoning. Different from recent vision-aided language models used in natural language processing, ModCR incorporates the multi-view semantic alignment information between language and vision by introducing the learnable alignment prefix between image and text in the pretrained language model. This makes the language model well-suitable for such multi-modal reasoning scenario on joint textual and visual clues. We conduct extensive experiments on two corresponding data sets and experimental results show significantly improved performance (exact gain by 4.8% on PMR test set) compared to previous strong baselines. Code Link: \url{https://github.com/YunxinLi/Multimodal-Context-Reasoning}.
Pretrained Vision-Language Models (VLMs) have achieved remarkable performance in image retrieval from text. However, their performance drops drastically when confronted with linguistically complex texts that they struggle to comprehend. Inspired by the Divide-and-Conquer algorithm and dual-process theory, in this paper, we regard linguistically complex texts as compound proposition texts composed of multiple simple proposition sentences and propose an end-to-end Neural Divide-and-Conquer Reasoning framework, dubbed NDCR. It contains three main components: 1) Divide: a proposition generator divides the compound proposition text into simple proposition sentences and produces their corresponding representations, 2) Conquer: a pretrained VLMs-based visual-linguistic interactor achieves the interaction between decomposed proposition sentences and images, 3) Combine: a neural-symbolic reasoner combines the above reasoning states to obtain the final solution via a neural logic reasoning approach. According to the dual-process theory, the visual-linguistic interactor and neural-symbolic reasoner could be regarded as analogical reasoning System 1 and logical reasoning System 2. We conduct extensive experiments on a challenging image retrieval from contextual descriptions data set. Experimental results and analyses indicate NDCR significantly improves performance in the complex image-text reasoning problem. Code link: https://github.com/YunxinLi/NDCR.
Training a Large Visual Language Model (LVLM) from scratch, like GPT-4, is resource-intensive. Our paper proposes an alternative method called LMEye, a play-plug-in Interactive Perception Network for Large Language Models (LLMs), aiming to improve the accuracy of image understanding for the LVLM. Previous methods that infuse visual information into LLMs utilize a static visual mapping network, but lack dynamic interaction between the LLMs and visual information. LMEye addresses this issue by allowing the LLM to incorporate the visual information that aligned with human instruction. Specifically, the LMEye network consists of a static visual mapping network to provide the basic perception of an image to LLMs. Then, it also contains additional linear layers responsible for acquiring requests from LLMs, decomposing image features, and transmitting the interleaved information to LLMs, respectively. In this way, LLMs act to be in charge of understanding human instructions, sending it to the interactive perception network, and generating the response based on the interleaved multimodal information. We evaluate LMEye through extensive experiments on multimodal question answering and reasoning tasks, demonstrating that it significantly improves the zero-shot performance of LLMs on multimodal tasks compared to previous methods.