336 research outputs found

    Status of the CBM MVD simulation model

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    Diffusion with Forward Models: Solving Stochastic Inverse Problems Without Direct Supervision

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    Denoising diffusion models are a powerful type of generative models used to capture complex distributions of real-world signals. However, their applicability is limited to scenarios where training samples are readily available, which is not always the case in real-world applications. For example, in inverse graphics, the goal is to generate samples from a distribution of 3D scenes that align with a given image, but ground-truth 3D scenes are unavailable and only 2D images are accessible. To address this limitation, we propose a novel class of denoising diffusion probabilistic models that learn to sample from distributions of signals that are never directly observed. Instead, these signals are measured indirectly through a known differentiable forward model, which produces partial observations of the unknown signal. Our approach involves integrating the forward model directly into the denoising process. This integration effectively connects the generative modeling of observations with the generative modeling of the underlying signals, allowing for end-to-end training of a conditional generative model over signals. During inference, our approach enables sampling from the distribution of underlying signals that are consistent with a given partial observation. We demonstrate the effectiveness of our method on three challenging computer vision tasks. For instance, in the context of inverse graphics, our model enables direct sampling from the distribution of 3D scenes that align with a single 2D input image.Comment: Project page: https://diffusion-with-forward-models.github.io

    Banner News

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    https://openspace.dmacc.edu/banner_news/1162/thumbnail.jp

    Seeing 3D Objects in a Single Image via Self-Supervised Static-Dynamic Disentanglement

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    Human perception reliably identifies movable and immovable parts of 3D scenes, and completes the 3D structure of objects and background from incomplete observations. We learn this skill not via labeled examples, but simply by observing objects move. In this work, we propose an approach that observes unlabeled multi-view videos at training time and learns to map a single image observation of a complex scene, such as a street with cars, to a 3D neural scene representation that is disentangled into movable and immovable parts while plausibly completing its 3D structure. We separately parameterize movable and immovable scene parts via 2D neural ground plans. These ground plans are 2D grids of features aligned with the ground plane that can be locally decoded into 3D neural radiance fields. Our model is trained self-supervised via neural rendering. We demonstrate that the structure inherent to our disentangled 3D representation enables a variety of downstream tasks in street-scale 3D scenes using simple heuristics, such as extraction of object-centric 3D representations, novel view synthesis, instance segmentation, and 3D bounding box prediction, highlighting its value as a backbone for data-efficient 3D scene understanding models. This disentanglement further enables scene editing via object manipulation such as deletion, insertion, and rigid-body motion.Comment: Project page: https://prafullsharma.net/see3d

    The influence of task difficulty on engagement, performance and self-efficacy

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    peer-reviewedMy research examined the impact of a person’s belief about their own capabilities and how this influences their performance. In order to examine this I needed a task that was both relatively enjoyable, so that participants would engage with it in their own free time without pressure to do so, and a task that was not heavily linked to a particular subject as this would influence performance. That is the line of thinking that led to a PhD examining self-efficacy theory by getting hundreds of children to play Pacman, a popular arcade gameACCEPTEDPeer reviewe

    State of the Art on Neural Rendering

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    Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems

    Lessons Learned from Creating a Mobile Version of an Educational Board Game to Increase Situational Awareness

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    This paper reports on an iterative design process for a serious game, which aims to raise situational awareness among different stakeholders in a logistics value chain by introducing multi-user role-playing games. It does so in several phases: After introducing the field of logistics as a problem domain for an educational challenge, it firstly describes the design of an educational board game for the field of disruption handling in logistics processes. Secondly, it de-scribes how the board game can be realized in an open-source mobile serious games platform and identifies lessons learned based on advantages and issues found. Thirdly, it derives requirements for a re-design of the mobile game and finally draws conclusions.SALOM

    Challenges in QCD matter physics - The Compressed Baryonic Matter experiment at FAIR

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    Substantial experimental and theoretical efforts worldwide are devoted to explore the phase diagram of strongly interacting matter. At LHC and top RHIC energies, QCD matter is studied at very high temperatures and nearly vanishing net-baryon densities. There is evidence that a Quark-Gluon-Plasma (QGP) was created at experiments at RHIC and LHC. The transition from the QGP back to the hadron gas is found to be a smooth cross over. For larger net-baryon densities and lower temperatures, it is expected that the QCD phase diagram exhibits a rich structure, such as a first-order phase transition between hadronic and partonic matter which terminates in a critical point, or exotic phases like quarkyonic matter. The discovery of these landmarks would be a breakthrough in our understanding of the strong interaction and is therefore in the focus of various high-energy heavy-ion research programs. The Compressed Baryonic Matter (CBM) experiment at FAIR will play a unique role in the exploration of the QCD phase diagram in the region of high net-baryon densities, because it is designed to run at unprecedented interaction rates. High-rate operation is the key prerequisite for high-precision measurements of multi-differential observables and of rare diagnostic probes which are sensitive to the dense phase of the nuclear fireball. The goal of the CBM experiment at SIS100 (sqrt(s_NN) = 2.7 - 4.9 GeV) is to discover fundamental properties of QCD matter: the phase structure at large baryon-chemical potentials (mu_B > 500 MeV), effects of chiral symmetry, and the equation-of-state at high density as it is expected to occur in the core of neutron stars. In this article, we review the motivation for and the physics programme of CBM, including activities before the start of data taking in 2022, in the context of the worldwide efforts to explore high-density QCD matter.Comment: 15 pages, 11 figures. Published in European Physical Journal
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