In this paper, we propose a novel video depth estimation approach, FutureDepth, which enables the model to implicitly leverage multi-frame and motion cues to improve depth estimation by making it learn to predict the future at training. More specifically, we propose a future prediction network, F-Net, which takes the features of multiple consecutive frames and is trained to predict multi-frame features one time step ahead iteratively. In this way, F-Net learns the underlying motion and correspondence information, and we incorporate its features into the depth decoding process. Additionally, to enrich the learning of multiframe correspondence cues, we further leverage a reconstruction network, R-Net, which is trained via adaptively masked auto-encoding of multiframe feature volumes. At inference time, both F-Net and R-Net are used to produce queries to work with the depth decoder, as well as a final refinement network. Through extensive experiments on several benchmarks, i.e., NYUDv2, KITTI, DDAD, and Sintel, which cover indoor, driving, and open-domain scenarios, we show that FutureDepth significantly improves upon baseline models, outperforms existing video depth estimation methods, and sets new state-of-the-art (SOTA) accuracy. Furthermore, FutureDepth is more efficient than existing SOTA video depth estimation models and has similar latencies when comparing to monocular models
In this paper, we introduce a novel approach that harnesses both 2D and 3D attentions to enable highly accurate depth completion without requiring iterative spatial propagations. Specifically, we first enhance a baseline convolutional depth completion model by applying attention to 2D features in the bottleneck and skip connections. This effectively improves the performance of this simple network and sets it on par with the latest, complex transformer-based models. Leveraging the initial depths and features from this network, we uplift the 2D features to form a 3D point cloud and construct a 3D point transformer to process it, allowing the model to explicitly learn and exploit 3D geometric features. In addition, we propose normalization techniques to process the point cloud, which improves learning and leads to better accuracy than directly using point transformers off the shelf. Furthermore, we incorporate global attention on downsampled point cloud features, which enables long-range context while still being computationally feasible. We evaluate our method, DeCoTR, on established depth completion benchmarks, including NYU Depth V2 and KITTI, showcasing that it sets new state-of-the-art performance. We further conduct zero-shot evaluations on ScanNet and DDAD benchmarks and demonstrate that DeCoTR has superior generalizability compared to existing approaches.
Neural networks (NN) can improve standard video compression by pre- and post-processing the encoded video. For optimal NN training, the standard codec needs to be replaced with a codec proxy that can provide derivatives of estimated bit-rate and distortion, which are used for gradient back-propagation. Since entropy coding of standard codecs is designed to take into account non-linear dependencies between transform coefficients, bit-rates cannot be well approximated with simple per-coefficient estimators. This paper presents a new approach for bit-rate estimation that is similar to the type employed in training end-to-end neural codecs, and able to efficiently take into account those statistical dependencies. It is defined from a mathematical model that provides closed-form formulas for the estimates and their gradients, reducing the computational complexity. Experimental results demonstrate the method's accuracy in estimating HEVC/H.265 codec bit-rates.
In many real-world applications, multiple agents seek to learn how to perform highly related yet slightly different tasks in an online bandit learning protocol. We formulate this problem as the $\epsilon$-multi-player multi-armed bandit problem, in which a set of players concurrently interact with a set of arms, and for each arm, the reward distributions for all players are similar but not necessarily identical. We develop an upper confidence bound-based algorithm, RobustAgg$(\epsilon)$, that adaptively aggregates rewards collected by different players. In the setting where an upper bound on the pairwise similarities of reward distributions between players is known, we achieve instance-dependent regret guarantees that depend on the amenability of information sharing across players. We complement these upper bounds with nearly matching lower bounds. In the setting where pairwise similarities are unknown, we provide a lower bound, as well as an algorithm that trades off minimax regret guarantees for adaptivity to unknown similarity structure.
Corpus preparation for low-resource languages and for development of human language technology to analyze or computationally process them is a laborious task, primarily due to the unavailability of expert linguists who are native speakers of these languages and also due to the time and resources required. Bhojpuri, Magahi, and Maithili, languages of the Purvanchal region of India (in the north-eastern parts), are low-resource languages belonging to the Indo-Aryan (or Indic) family. They are closely related to Hindi, which is a relatively high-resource language, which is why we make our comparisons with Hindi. We collected corpora for these three languages from various sources and cleaned them to the extent possible, without changing the data in them. The text belongs to different domains and genres. We calculated some basic statistical measures for these corpora at character, word, syllable, and morpheme levels. These corpora were also annotated with parts-of-speech (POS) and chunk tags. The basic statistical measures were both absolute and relative and were meant to give an indication of linguistic properties such as morphological, lexical, phonological, and syntactic complexities (or richness). The results were compared with a standard Hindi corpus. For most of the measures, we tried to keep the size of the corpus the same across the languages so as to avoid the effect of corpus size, but in some cases it turned out that using the full corpus was better, even if sizes were very different. Although the results are not very clear, we try to draw some conclusions about the languages and the corpora. For POS tagging and chunking, the BIS tagset was used to manually annotate the data. The sizes of the POS tagged data are 16067, 14669 and 12310 sentences, respectively for Bhojpuri, Magahi and Maithili. The sizes for chunking are 9695 and 1954 sentences for Bhojpuri and Maithili, respect