We present a data-driven framework to automate the vectorization and machine interpretation of 2D engineering part drawings. In industrial settings, most manufacturing engineers still rely on manual reads to identify the topological and manufacturing requirements from drawings submitted by designers. The interpretation process is laborious and time-consuming, which severely inhibits the efficiency of part quotation and manufacturing tasks. While recent advances in image-based computer vision methods have demonstrated great potential in interpreting natural images through semantic segmentation approaches, the application of such methods in parsing engineering technical drawings into semantically accurate components remains a significant challenge. The severe pixel sparsity in engineering drawings also restricts the effective featurization of image-based data-driven methods. To overcome these challenges, we propose a deep learning based framework that predicts the semantic type of each vectorized component. Taking a raster image as input, we vectorize all components through thinning, stroke tracing, and cubic bezier fitting. Then a graph of such components is generated based on the connectivity between the components. Finally, a graph convolutional neural network is trained on this graph data to identify the semantic type of each component. We test our framework in the context of semantic segmentation of text, dimension and, contour components in engineering drawings. Results show that our method yields the best performance compared to recent image, and graph-based segmentation methods.
Mobile stereo-matching systems have become an important part of many applications, such as automated-driving vehicles and autonomous robots. Accurate stereo-matching methods usually lead to high computational complexity; however, mobile platforms have only limited hardware resources to keep their power consumption low; this makes it difficult to maintain both an acceptable processing speed and accuracy on mobile platforms. To resolve this trade-off, we herein propose a novel acceleration approach for the well-known zero-means normalized cross correlation (ZNCC) matching cost calculation algorithm on a Jetson Tx2 embedded GPU. In our method for accelerating ZNCC, target images are scanned in a zigzag fashion to efficiently reuse one pixel's computation for its neighboring pixels; this reduces the amount of data transmission and increases the utilization of on-chip registers, thus increasing the processing speed. As a result, our method is 2X faster than the traditional image scanning method, and 26% faster than the latest NCC method. By combining this technique with the domain transformation (DT) algorithm, our system show real-time processing speed of 32 fps, on a Jetson Tx2 GPU for 1,280x384 pixel images with a maximum disparity of 128. Additionally, the evaluation results on the KITTI 2015 benchmark show that our combined system is more accurate than the same algorithm combined with census by 7.26%, while maintaining almost the same processing speed.
Graph sparsification is a powerful tool to approximate an arbitrary graph and has been used in machine learning over homogeneous graphs. In heterogeneous graphs such as knowledge graphs, however, sparsification has not been systematically exploited to improve efficiency of learning tasks. In this work, we initiate the study on heterogeneous graph sparsification and develop sampling-based algorithms for constructing sparsifiers that are provably sparse and preserve important information in the original graphs. We have performed extensive experiments to confirm that the proposed method can improve time and space complexities of representation learning while achieving comparable, or even better performance in subsequent graph learning tasks based on the learned embedding.
Organizations leverage anomaly and changepoint detection algorithms to detect changes in user behavior or service availability and performance. Many off-the-shelf detection algorithms, though effective, cannot readily be used in large organizations where thousands of users monitor millions of use cases and metrics with varied time series characteristics and anomaly patterns. The selection of algorithm and parameters needs to be precise for each use case: manual tuning does not scale, and automated tuning requires ground truth, which is rarely available. In this paper, we explore MOSPAT, an end-to-end automated machine learning based approach for model and parameter selection, combined with a generative model to produce labeled data. Our scalable end-to-end system allows individual users in large organizations to tailor time-series monitoring to their specific use case and data characteristics, without expert knowledge of anomaly detection algorithms or laborious manual labeling. Our extensive experiments on real and synthetic data demonstrate that this method consistently outperforms using any single algorithm.
Unsupervised image registration commonly adopts U-Net style networks to predict dense displacement fields in the full-resolution spatial domain. For high-resolution volumetric image data, this process is however resource intensive and time-consuming. To tackle this problem, we propose the Fourier-Net, replacing the expansive path in a U-Net style network with a parameter-free model-driven decoder. Specifically, instead of our Fourier-Net learning to output a full-resolution displacement field in the spatial domain, we learn its low-dimensional representation in a band-limited Fourier domain. This representation is then decoded by our devised model-driven decoder (consisting of a zero padding layer and an inverse discrete Fourier transform layer) to the dense, full-resolution displacement field in the spatial domain. These changes allow our unsupervised Fourier-Net to contain fewer parameters and computational operations, resulting in faster inference speeds. Fourier-Net is then evaluated on two public 3D brain datasets against various state-of-the-art approaches. For example, when compared to a recent transformer-based method, i.e., TransMorph, our Fourier-Net, only using 0.22$\%$ of its parameters and 6.66$\%$ of the mult-adds, achieves a 0.6\% higher Dice score and an 11.48$\times$ faster inference speed. Code is available at \url{https://github.com/xi-jia/Fourier-Net}.
Generating controllable and editable human motion sequences is a key challenge in 3D Avatar generation. It has been labor-intensive to generate and animate human motion for a long time until learning-based approaches have been developed and applied recently. However, these approaches are still task-specific or modality-specific\cite {ahuja2019language2pose}\cite{ghosh2021synthesis}\cite{ferreira2021learning}\cite{li2021ai}. In this paper, we propose ``UDE", the first unified driving engine that enables generating human motion sequences from natural language or audio sequences (see Fig.~\ref{fig:teaser}). Specifically, UDE consists of the following key components: 1) a motion quantization module based on VQVAE that represents continuous motion sequence as discrete latent code\cite{van2017neural}, 2) a modality-agnostic transformer encoder\cite{vaswani2017attention} that learns to map modality-aware driving signals to a joint space, and 3) a unified token transformer (GPT-like\cite{radford2019language}) network to predict the quantized latent code index in an auto-regressive manner. 4) a diffusion motion decoder that takes as input the motion tokens and decodes them into motion sequences with high diversity. We evaluate our method on HumanML3D\cite{Guo_2022_CVPR} and AIST++\cite{li2021learn} benchmarks, and the experiment results demonstrate our method achieves state-of-the-art performance. Project website: \url{https://github.com/zixiangzhou916/UDE/
The efficient segmentation of foreground text information from the background in degraded color document images is a hot research topic. Due to the imperfect preservation of ancient documents over a long period of time, various types of degradation, including staining, yellowing, and ink seepage, have seriously affected the results of image binarization. In this paper, a three-stage method is proposed for image enhancement and binarization of degraded color document images by using discrete wavelet transform (DWT) and generative adversarial network (GAN). In Stage-1, we use DWT and retain the LL subband images to achieve the image enhancement. In Stage-2, the original input image is split into four (Red, Green, Blue and Gray) single-channel images, each of which trains the independent adversarial networks. The trained adversarial network models are used to extract the color foreground information from the images. In Stage-3, in order to combine global and local features, the output image from Stage-2 and the original input image are used to train the independent adversarial networks for document binarization. The experimental results demonstrate that our proposed method outperforms many classical and state-of-the-art (SOTA) methods on the Document Image Binarization Contest (DIBCO) dataset. We release our implementation code at https://github.com/abcpp12383/ThreeStageBinarization.
Unmanned aerial vehicles (UAVs) are expected to be used extensively in the future for various applications, either as user equipment (UEs) connected to a cellular wireless network, or as an infrastructure extension of an existing wireless network to serve other UEs. Next generation wireless networks will consider the use of UAVs for joint communication and radar and/or as dedicated radars for various sensing applications. Increasing number of UAVs will naturally result in larger number of communication and/or radar links that may cause interference to nearby networks, exacerbated further by the higher likelihood of line-of-sight signal propagation from UAVs even to distant receivers. With all these, it is critical to study network coexistence of UAV-mounted base stations (BSs) and radar transceivers. In this paper, using stochastic geometry, we derive closed-form expressions to characterize the performance of coexisting UAV radar and communication networks for spectrum overlay multiple access (SOMA) and time-division multiple access (TDMA). We evaluate successful ranging probability (SRP) and the transmission capacity (TC) and compare the performance of TDMA and SOMA. Our results show that SOMA can outperform TDMA on both SRP and TC when the node density of active UAV-radars is larger than the node density of UAV-comms.
Approximating radiance fields with volumetric grids is one of promising directions for improving NeRF, represented by methods like Plenoxels and DVGO, which achieve super-fast training convergence and real-time rendering. However, these methods typically require a tremendous storage overhead, costing up to hundreds of megabytes of disk space and runtime memory for a single scene. We address this issue in this paper by introducing a simple yet effective framework, called vector quantized radiance fields (VQRF), for compressing these volume-grid-based radiance fields. We first present a robust and adaptive metric for estimating redundancy in grid models and performing voxel pruning by better exploring intermediate outputs of volumetric rendering. A trainable vector quantization is further proposed to improve the compactness of grid models. In combination with an efficient joint tuning strategy and post-processing, our method can achieve a compression ratio of 100$\times$ by reducing the overall model size to 1 MB with negligible loss on visual quality. Extensive experiments demonstrate that the proposed framework is capable of achieving unrivaled performance and well generalization across multiple methods with distinct volumetric structures, facilitating the wide use of volumetric radiance fields methods in real-world applications. Code Available at \url{https://github.com/AlgoHunt/VQRF}
Modern video games are becoming richer and more complex in terms of game mechanics. This complexity allows for the emergence of a wide variety of ways to play the game across the players. From the point of view of the game designer, this means that one needs to anticipate a lot of different ways the game could be played. Machine Learning (ML) could help address this issue. More precisely, Reinforcement Learning is a promising answer to the need of automating video game testing. In this paper we present a video game environment which lets us define multiple play-styles. We then introduce CARI: a Configurable Agent with Reward as Input. An agent able to simulate a wide continuum range of play-styles. It is not constrained to extreme archetypal behaviors like current methods using reward shaping. In addition it achieves this through a single training loop, instead of the usual one loop per play-style. We compare this novel training approach with the more classic reward shaping approach and conclude that CARI can also outperform the baseline on archetypes generation. This novel agent could be used to investigate behaviors and balancing during the production of a video game with a realistic amount of training time.