Pose estimation is a crucial task in computer vision, enabling tracking and manipulating objects in images or videos. While several datasets exist for pose estimation, there is a lack of large-scale datasets specifically focusing on cluttered scenes with occlusions. This limitation is a bottleneck in the development and evaluation of pose estimation methods, particularly toward the goal of real-world application in environments where occlusions are common. Addressing this, we introduce PACE (Pose Annotations in Cluttered Environments), a large-scale benchmark designed to advance the development and evaluation of pose estimation methods in cluttered scenarios. PACE encompasses 54,945 frames with 257,673 annotations across 300 videos, covering 576 objects from 44 categories and featuring a mix of rigid and articulated items in cluttered scenes. To annotate the real-world data efficiently, we developed an innovative annotation system utilizing a calibrated 3-camera setup. We test state-of-the-art algorithms in PACE along two tracks: pose estimation, and object pose tracking, revealing the benchmark's challenges and research opportunities. We plan to release PACE as a public evaluation benchmark, along the annotations tools we developed, to stimulate further advancements in the field. Our code and data is available on https://github.com/qq456cvb/PACE.
Embedding Human and Articulated Object Interaction (HAOI) in 3D is an important direction for a deeper human activity understanding. Different from previous works that use parametric and CAD models to represent humans and objects, in this work, we propose a novel 3D geometric primitive-based language to encode both humans and objects. Given our new paradigm, humans and objects are all compositions of primitives instead of heterogeneous entities. Thus, mutual information learning may be achieved between the limited 3D data of humans and different object categories. Moreover, considering the simplicity of the expression and the richness of the information it contains, we choose the superquadric as the primitive representation. To explore an effective embedding of HAOI for the machine, we build a new benchmark on 3D HAOI consisting of primitives together with their images and propose a task requiring machines to recover 3D HAOI using primitives from images. Moreover, we propose a baseline of single-view 3D reconstruction on HAOI. We believe this primitive-based 3D HAOI representation would pave the way for 3D HAOI studies. Our code and data are available at https://mvig-rhos.com/p3haoi.
Stochastic filtering is a vibrant area of research in both control theory and statistics, with broad applications in many scientific fields. Despite its extensive historical development, there still lacks an effective method for joint parameter-state estimation in SDEs. The state-of-the-art particle filtering methods suffer from either sample degeneracy or information loss, with both issues stemming from the dynamics of the particles generated to represent system parameters. This paper provides a novel and effective approach for joint parameter-state estimation in SDEs via Rao-Blackwellization and modularization. Our method operates in two layers: the first layer estimates the system states using a bootstrap particle filter, and the second layer marginalizes out system parameters explicitly. This strategy circumvents the need to generate particles representing system parameters, thereby mitigating their associated problems of sample degeneracy and information loss. Moreover, our method employs a modularization approach when integrating out the parameters, which significantly reduces the computational complexity. All these designs ensure the superior performance of our method. Finally, a numerical example is presented to illustrate that our method outperforms existing approaches by a large margin.
Fine-grained entity typing (FET) aims to deduce specific semantic types of the entity mentions in text. Modern methods for FET mainly focus on learning what a certain type looks like. And few works directly model the type differences, that is, let models know the extent that one type is different from others. To alleviate this problem, we propose a type-enriched hierarchical contrastive strategy for FET. Our method can directly model the differences between hierarchical types and improve the ability to distinguish multi-grained similar types. On the one hand, we embed type into entity contexts to make type information directly perceptible. On the other hand, we design a constrained contrastive strategy on the hierarchical structure to directly model the type differences, which can simultaneously perceive the distinguishability between types at different granularity. Experimental results on three benchmarks, BBN, OntoNotes, and FIGER show that our method achieves significant performance on FET by effectively modeling type differences.
The Intelligent decision of the unmanned combat aerial vehicle (UCAV) has long been a challenging problem. The conventional search method can hardly satisfy the real-time demand during high dynamics air combat scenarios. The reinforcement learning (RL) method can significantly shorten the decision time via using neural networks. However, the sparse reward problem limits its convergence speed and the artificial prior experience reward can easily deviate its optimal convergent direction of the original task, which raises great difficulties for the RL air combat application. In this paper, we propose a homotopy-based soft actor-critic method (HSAC) which focuses on addressing these problems via following the homotopy path between the original task with sparse reward and the auxiliary task with artificial prior experience reward. The convergence and the feasibility of this method are also proved in this paper. To confirm our method feasibly, we construct a detailed 3D air combat simulation environment for the RL-based methods training firstly, and we implement our method in both the attack horizontal flight UCAV task and the self-play confrontation task. Experimental results show that our method performs better than the methods only utilizing the sparse reward or the artificial prior experience reward. The agent trained by our method can reach more than 98.3% win rate in the attack horizontal flight UCAV task and average 67.4% win rate when confronted with the agents trained by the other two methods.
This paper presents a commentator for providing real-time game commentary in a fighting game. The commentary takes into account highlight cues, obtained by analyzing scenes during gameplay, as input to adjust the pitch and loudness of commentary to be spoken by using a Text-to-Speech (TTS) technology. We investigate different designs for pitch and loudness adjustment. The proposed AI consists of two parts: a dynamic adjuster for controlling pitch and loudness of the TTS and a real-time game commentary generator. We conduct a pilot study on a fighting game, and our result shows that by adjusting the loudness significantly according to the level of game highlight, the entertainment of the gameplay can be enhanced.
Deep learning applications in shaping ad hoc planning proposals are limited by the difficulty in integrating professional knowledge about cities with artificial intelligence. We propose a novel, complementary use of deep neural networks and planning guidance to automate street network generation that can be context-aware, example-based and user-guided. The model tests suggest that the incorporation of planning knowledge (e.g., road junctions and neighborhood types) in the model training leads to a more realistic prediction of street configurations. Furthermore, the new tool provides both professional and lay users an opportunity to systematically and intuitively explore benchmark proposals for comparisons and further evaluations.
In countries experiencing unprecedented waves of urbanization, there is a need for rapid and high quality urban street design. Our study presents a novel deep learning powered approach, DeepStreet (DS), for automatic street network generation that can be applied to the urban street design with local characteristics. DS is driven by a Convolutional Neural Network (CNN) that enables the interpolation of streets based on the areas of immediate vicinity. Specifically, the CNN is firstly trained to detect, recognize and capture the local features as well as the patterns of the existing street network sourced from the OpenStreetMap. With the trained CNN, DS is able to predict street networks' future expansion patterns within the predefined region conditioned on its surrounding street networks. To test the performance of DS, we apply it to an area in and around the Eixample area in the City of Barcelona, a well known example in the fields of urban and transport planning with iconic grid like street networks in the centre and irregular road alignments farther afield. The results show that DS can (1) detect and self cluster different types of complex street patterns in Barcelona; (2) predict both gridiron and irregular street and road networks. DS proves to have a great potential as a novel tool for designers to efficiently design the urban street network that well maintains the consistency across the existing and newly generated urban street network. Furthermore, the generated networks can serve as a benchmark to guide the local plan-making especially in rapidly developing cities.
This paper presents a 3D lidar SLAM system based on improved regionalized Gaussian process (GP) map reconstruction to provide both low-drift state estimation and mapping in real-time for robotics applications. We utilize spatial GP regression to model the environment. This tool enables us to recover surfaces including those in sparsely scanned areas and obtain uniform samples with uncertainty. Those properties facilitate robust data association and map updating in our scan-to-map registration scheme, especially when working with sparse range data. Compared with previous GP-SLAM, this work overcomes the prohibitive computational complexity of GP and redesigns the registration strategy to meet the accuracy requirements in 3D scenarios. For large-scale tasks, a two-thread framework is employed to suppress the drift further. Aerial and ground-based experiments demonstrate that our method allows robust odometry and precise mapping in real-time. It also outperforms the state-of-the-art lidar SLAM systems in our tests with light-weight sensors.
This paper presents an integration of a game system and the art therapy concept for promoting the mental well-being of video game players. In the proposed game system, the player plays an Angry-Birds-like game in which levels in the game are generated based on images they draw. Upon finishing a game level, the player also receives positive feedback (praising words) toward their drawing and the generated level from an Art Therapy AI. The proposed system is composed of three major parts: (1) a drawing recognizer that identifies what object is drawn by the player (Sketcher), (2) a level generator that converts the drawing image into a pixel image, then a set of blocks representing a game level (PCG AI), and (3) the Art Therapy AI that encourages the player and improves their emotion. This paper describes an overview of the system and explains how its major components function.