1,206 research outputs found

    Cognitive computing: algorithm design in the intersection of cognitive science and emerging computer architectures

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    For the first time in decades computers are evolving into a fundamentally new class of machine. Transistors are still getting smaller, more economical, and more power-efficient, but operating frequencies leveled off in the mid-2000's. Today, improving performance requires placing a larger number of slower processing cores on each of many chips. Software written for such machines must scale out over many cores rather than scaling up with a faster single core. Biological computation is an extreme manifestation of such a many-slow-core architecture and therefore offers a potential source of ideas for leveraging new hardware. This dissertation addresses several problems in the intersection of emerging computer architectures and biological computation, termed Cognitive Computing: What mechanisms are necessary to maintain stable representations in a large distributed learning system? How should complex biologically-inspired algorithms be tested? How do visual sensing limitations like occlusion influence performance of classification algorithms? Neurons have a limited dynamic output range, but must process real-world signals over a wide dynamic range without saturating or succumbing to endogenous noise. Many existing neural network models leverage spatial competition to address this issue, but require hand-tuning of several parameters for a specific, fixed distribution of inputs. Integrating spatial competition with a stabilizing learning process produces a neural network model capable of autonomously adapting to a non-stationary distribution of inputs. Human-engineered complex systems typically include a number of architectural features to curtail complexity and simplify testing. Biological systems do not obey these constraints. Biologically-inspired algorithms are thus dramatically more difficult to engineer. Augmenting standard tools from the software engineering community with features targeted towards biologically-inspired systems is an effective mitigation. Natural visual environments contain objects that are occluded by other objects. Such occlusions are under-represented in the standard benchmark datasets for testing classification algorithms. This bias masks the negative effect of occlusion on performance. Correcting the bias with a new dataset demonstrates that occlusion is a dominant variable in classification performance. Modifying a state-of-the-art algorithm with mechanisms for occlusion resistance doubles classification performance in high-occlusion cases without penalty for unoccluded objects

    3D Object Reconstruction from Imperfect Depth Data Using Extended YOLOv3 Network

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    State-of-the-art intelligent versatile applications provoke the usage of full 3D, depth-based streams, especially in the scenarios of intelligent remote control and communications, where virtual and augmented reality will soon become outdated and are forecasted to be replaced by point cloud streams providing explorable 3D environments of communication and industrial data. One of the most novel approaches employed in modern object reconstruction methods is to use a priori knowledge of the objects that are being reconstructed. Our approach is different as we strive to reconstruct a 3D object within much more difficult scenarios of limited data availability. Data stream is often limited by insufficient depth camera coverage and, as a result, the objects are occluded and data is lost. Our proposed hybrid artificial neural network modifications have improved the reconstruction results by 8.53 which allows us for much more precise filling of occluded object sides and reduction of noise during the process. Furthermore, the addition of object segmentation masks and the individual object instance classification is a leap forward towards a general-purpose scene reconstruction as opposed to a single object reconstruction task due to the ability to mask out overlapping object instances and using only masked object area in the reconstruction process

    Dimensions of Motion: Monocular Prediction through Flow Subspaces

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    We introduce a way to learn to estimate a scene representation from a single image by predicting a low-dimensional subspace of optical flow for each training example, which encompasses the variety of possible camera and object movement. Supervision is provided by a novel loss which measures the distance between this predicted flow subspace and an observed optical flow. This provides a new approach to learning scene representation tasks, such as monocular depth prediction or instance segmentation, in an unsupervised fashion using in-the-wild input videos without requiring camera poses, intrinsics, or an explicit multi-view stereo step. We evaluate our method in multiple settings, including an indoor depth prediction task where it achieves comparable performance to recent methods trained with more supervision.Comment: Project page at https://dimensions-of-motion.github.io

    Fourteenth Biennial Status Report: März 2017 - February 2019

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    Methods for Real-time Visualization and Interaction with Landforms

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    This thesis presents methods to enrich data modeling and analysis in the geoscience domain with a particular focus on geomorphological applications. First, a short overview of the relevant characteristics of the used remote sensing data and basics of its processing and visualization are provided. Then, two new methods for the visualization of vector-based maps on digital elevation models (DEMs) are presented. The first method uses a texture-based approach that generates a texture from the input maps at runtime taking into account the current viewpoint. In contrast to that, the second method utilizes the stencil buffer to create a mask in image space that is then used to render the map on top of the DEM. A particular challenge in this context is posed by the view-dependent level-of-detail representation of the terrain geometry. After suitable visualization methods for vector-based maps have been investigated, two landform mapping tools for the interactive generation of such maps are presented. The user can carry out the mapping directly on the textured digital elevation model and thus benefit from the 3D visualization of the relief. Additionally, semi-automatic image segmentation techniques are applied in order to reduce the amount of user interaction required and thus make the mapping process more efficient and convenient. The challenge in the adaption of the methods lies in the transfer of the algorithms to the quadtree representation of the data and in the application of out-of-core and hierarchical methods to ensure interactive performance. Although high-resolution remote sensing data are often available today, their effective resolution at steep slopes is rather low due to the oblique acquisition angle. For this reason, remote sensing data are suitable to only a limited extent for visualization as well as landform mapping purposes. To provide an easy way to supply additional imagery, an algorithm for registering uncalibrated photos to a textured digital elevation model is presented. A particular challenge in registering the images is posed by large variations in the photos concerning resolution, lighting conditions, seasonal changes, etc. The registered photos can be used to increase the visual quality of the textured DEM, in particular at steep slopes. To this end, a method is presented that combines several georegistered photos to textures for the DEM. The difficulty in this compositing process is to create a consistent appearance and avoid visible seams between the photos. In addition to that, the photos also provide valuable means to improve landform mapping. To this end, an extension of the landform mapping methods is presented that allows the utilization of the registered photos during mapping. This way, a detailed and exact mapping becomes feasible even at steep slopes
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