28,111 research outputs found

    The analog data assimilation

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    In light of growing interest in data-driven methods for oceanic, atmospheric, and climate sciences, this work focuses on the field of data assimilation and presents the analog data assimilation (AnDA). The proposed framework produces a reconstruction of the system dynamics in a fully data-driven manner where no explicit knowledge of the dynamical model is required. Instead, a representative catalog of trajectories of the system is assumed to be available. Based on this catalog, the analog data assimilation combines the nonparametric sampling of the dynamics using analog forecasting methods with ensemble-based assimilation techniques. This study explores different analog forecasting strategies and derives both ensemble Kalman and particle filtering versions of the proposed analog data assimilation approach. Numerical experiments are examined for two chaotic dynamical systems: the Lorenz-63 and Lorenz-96 systems. The performance of the analog data assimilation is discussed with respect to classical model-driven assimilation. A Matlab toolbox and Python library of the AnDA are provided to help further research building upon the present findings.Fil: Lguensat, Redouane. Université Bretagne Loire; FranciaFil: Tandeo, Pierre. Université Bretagne Loire; FranciaFil: Ailliot, Pierre. University of Western Brittany. Laboratoire de Mathématiques de Bretagne Atlantique; FranciaFil: Pulido, Manuel Arturo. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Nordeste. Instituto de Modelado e Innovación Tecnológica. Universidad Nacional del Nordeste. Facultad de Ciencias Exactas Naturales y Agrimensura. Instituto de Modelado e Innovación Tecnológica; ArgentinaFil: Fablet, Ronan. Université Bretagne Loire; Franci

    3D Scene Annotation for Efficient Rendering on Mobile Devices

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    This paper presents a new approach for efficient 3D rendering on mobile devices, where selective rendering can be achieved with the help of 3D scene annotation. By taking advantage of first person environments in most 3D applications, we are able to annotate the flooring details of the 3D space. This allows 3D environments to be interfaced using a higher level view of objects. With the higher level of scene understanding, it is possible to determine which 3D objects are not required for loading or rendering based on the viewer’s location and its surrounding constraints

    Angle Tree: Nearest Neighbor Search in High Dimensions with Low Intrinsic Dimensionality

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    We propose an extension of tree-based space-partitioning indexing structures for data with low intrinsic dimensionality embedded in a high dimensional space. We call this extension an Angle Tree. Our extension can be applied to both classical kd-trees as well as the more recent rp-trees. The key idea of our approach is to store the angle (the "dihedral angle") between the data region (which is a low dimensional manifold) and the random hyperplane that splits the region (the "splitter"). We show that the dihedral angle can be used to obtain a tight lower bound on the distance between the query point and any point on the opposite side of the splitter. This in turn can be used to efficiently prune the search space. We introduce a novel randomized strategy to efficiently calculate the dihedral angle with a high degree of accuracy. Experiments and analysis on real and synthetic data sets shows that the Angle Tree is the most efficient known indexing structure for nearest neighbor queries in terms of preprocessing and space usage while achieving high accuracy and fast search time.Comment: To be submitted to IEEE Transactions on Pattern Analysis and Machine Intelligenc

    Answering Complex Questions by Joining Multi-Document Evidence with Quasi Knowledge Graphs

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    Direct answering of questions that involve multiple entities and relations is a challenge for text-based QA. This problem is most pronounced when answers can be found only by joining evidence from multiple documents. Curated knowledge graphs (KGs) may yield good answers, but are limited by their inherent incompleteness and potential staleness. This paper presents QUEST, a method that can answer complex questions directly from textual sources on-the-fly, by computing similarity joins over partial results from different documents. Our method is completely unsupervised, avoiding training-data bottlenecks and being able to cope with rapidly evolving ad hoc topics and formulation style in user questions. QUEST builds a noisy quasi KG with node and edge weights, consisting of dynamically retrieved entity names and relational phrases. It augments this graph with types and semantic alignments, and computes the best answers by an algorithm for Group Steiner Trees. We evaluate QUEST on benchmarks of complex questions, and show that it substantially outperforms state-of-the-art baselines

    Using Neural Networks for Relation Extraction from Biomedical Literature

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    Using different sources of information to support automated extracting of relations between biomedical concepts contributes to the development of our understanding of biological systems. The primary comprehensive source of these relations is biomedical literature. Several relation extraction approaches have been proposed to identify relations between concepts in biomedical literature, namely, using neural networks algorithms. The use of multichannel architectures composed of multiple data representations, as in deep neural networks, is leading to state-of-the-art results. The right combination of data representations can eventually lead us to even higher evaluation scores in relation extraction tasks. Thus, biomedical ontologies play a fundamental role by providing semantic and ancestry information about an entity. The incorporation of biomedical ontologies has already been proved to enhance previous state-of-the-art results.Comment: Artificial Neural Networks book (Springer) - Chapter 1

    Learning to Infer Graphics Programs from Hand-Drawn Images

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    We introduce a model that learns to convert simple hand drawings into graphics programs written in a subset of \LaTeX. The model combines techniques from deep learning and program synthesis. We learn a convolutional neural network that proposes plausible drawing primitives that explain an image. These drawing primitives are like a trace of the set of primitive commands issued by a graphics program. We learn a model that uses program synthesis techniques to recover a graphics program from that trace. These programs have constructs like variable bindings, iterative loops, or simple kinds of conditionals. With a graphics program in hand, we can correct errors made by the deep network, measure similarity between drawings by use of similar high-level geometric structures, and extrapolate drawings. Taken together these results are a step towards agents that induce useful, human-readable programs from perceptual input
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