4,792 research outputs found
In situ imaging of microstructure formation in electronic interconnections
The development of microstructure during melting, reactive wetting and solidification of solder pastes on Cu-plated printed circuit boards has been studied by synchrotron radiography. Using Sn-3.0Ag-0.5Cu/Cu and Sn-0.7Cu/Cu as examples, we show that the interfacial Cu6Sn5 layer is present within 0.05 s of wetting, and explore the kinetics of flux void formation at the interface between the liquid and the Cu6Sn5 layer. Quantification of the nucleation locations and anisotropic growth kinetics of primary Cu6Sn5 crystals reveals a competition between the nucleation of Cu6Sn5 in the liquid versus growth of Cu6Sn5 from the existing Cu6Sn5 layer. Direct imaging confirms that the β-Sn nucleates at/near the Cu6Sn5 layer in Sn-3.0Ag-0.5Cu/Cu joints
Towards Better Guided Attention and Human Knowledge Insertion in Deep Convolutional Neural Networks
Attention Branch Networks (ABNs) have been shown to simultaneously provide
visual explanation and improve the performance of deep convolutional neural
networks (CNNs). In this work, we introduce Multi-Scale Attention Branch
Networks (MSABN), which enhance the resolution of the generated attention maps,
and improve the performance. We evaluate MSABN on benchmark image recognition
and fine-grained recognition datasets where we observe MSABN outperforms ABN
and baseline models. We also introduce a new data augmentation strategy
utilizing the attention maps to incorporate human knowledge in the form of
bounding box annotations of the objects of interest. We show that even with a
limited number of edited samples, a significant performance gain can be
achieved with this strategy
CNS-Edit: 3D Shape Editing via Coupled Neural Shape Optimization
This paper introduces a new approach based on a coupled representation and a
neural volume optimization to implicitly perform 3D shape editing in latent
space. This work has three innovations. First, we design the coupled neural
shape (CNS) representation for supporting 3D shape editing. This representation
includes a latent code, which captures high-level global semantics of the
shape, and a 3D neural feature volume, which provides a spatial context to
associate with the local shape changes given by the editing. Second, we
formulate the coupled neural shape optimization procedure to co-optimize the
two coupled components in the representation subject to the editing operation.
Last, we offer various 3D shape editing operators, i.e., copy, resize, delete,
and drag, and derive each into an objective for guiding the CNS optimization,
such that we can iteratively co-optimize the latent code and neural feature
volume to match the editing target. With our approach, we can achieve a rich
variety of editing results that are not only aware of the shape semantics but
are also not easy to achieve by existing approaches. Both quantitative and
qualitative evaluations demonstrate the strong capabilities of our approach
over the state-of-the-art solutions
WorldBrush: Interactive Example-based Synthesis of Procedural Virtual Worlds
International audienceWe present a novel approach for the interactive synthesis and editing of virtual worlds. Our method is inspired by painting operations and uses methods for statistical example-based synthesis to automate content synthesis and deformation. Our real-time approach takes a form of local inverse procedural modeling based on intermediate statistical models: selected regions of procedurally and manually constructed example scenes are analyzed, and their parameters are stored as distributions in a palette, similar to colors on a painter’s palette. These distributions can then be interactively applied with brushes and combined in various ways, like in painting systems. Selected regions can also be moved or stretched while maintaining the consistency of their content. Our method captures both distributions of elements and structured objects, and models their interactions. Results range from the interactive editing of 2D artwork maps to the design of 3D virtual worlds, where constraints set by the terrain’s slope are also taken into account
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