555 research outputs found

    Real-Time Collision Detection for Deformable Characters with Radial Fields

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    Many techniques facilitate real-time collision detection against complex models. These typically work by pre-computing information about the spatial distribution of geometry into a form that can be quickly queried. When models deform though, expensive pre-computations are impractical. We present radial fields: a variant of distance fields parameterised in cylindrical space, rather than Cartesian space. This 2D parameterisation significantly reduces the memory and computation requirements of the field, while introducing minimal overhead in collision detection tests. The interior of the mesh is defined implicitly for the entire domain. Importantly, it maps well to the hardware rasteriser of the GPU. Radial fields are much more application-specific than traditional distance fields. For these applications - such as collision detection with articulated characters - however, the benefits are substantial

    Profiling Distributed Virtual Environments by Tracing Causality

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    Real-time interactive systems such as virtual environments have high performance requirements, and profiling is a key part of the optimisation process to meet them. Traditional techniques based on metadata and static analysis have difficulty following causality in asynchronous systems. In this paper we explore a new technique for such systems. Timestamped samples of the system state are recorded at instrumentation points at runtime. These are assembled into a graph, and edges between dependent samples recovered. This approach minimises the invasiveness of the instrumentation, while retaining high accuracy. We describe how our instrumentation can be implemented natively in common environments, how its output can be processed into a graph describing causality, and how heterogeneous data sources can be incorporated into this to maximise the scope of the profiling. Across three case studies, we demonstrate the efficacy of this approach, and how it supports a variety of metrics for comprehensively bench-marking distributed virtual environments

    Recognizing recurrent neural networks (rRNN): Bayesian inference for recurrent neural networks

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    Recurrent neural networks (RNNs) are widely used in computational neuroscience and machine learning applications. In an RNN, each neuron computes its output as a nonlinear function of its integrated input. While the importance of RNNs, especially as models of brain processing, is undisputed, it is also widely acknowledged that the computations in standard RNN models may be an over-simplification of what real neuronal networks compute. Here, we suggest that the RNN approach may be made both neurobiologically more plausible and computationally more powerful by its fusion with Bayesian inference techniques for nonlinear dynamical systems. In this scheme, we use an RNN as a generative model of dynamic input caused by the environment, e.g. of speech or kinematics. Given this generative RNN model, we derive Bayesian update equations that can decode its output. Critically, these updates define a 'recognizing RNN' (rRNN), in which neurons compute and exchange prediction and prediction error messages. The rRNN has several desirable features that a conventional RNN does not have, for example, fast decoding of dynamic stimuli and robustness to initial conditions and noise. Furthermore, it implements a predictive coding scheme for dynamic inputs. We suggest that the Bayesian inversion of recurrent neural networks may be useful both as a model of brain function and as a machine learning tool. We illustrate the use of the rRNN by an application to the online decoding (i.e. recognition) of human kinematics

    Reinforcement learning or active inference?

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    This paper questions the need for reinforcement learning or control theory when optimising behaviour. We show that it is fairly simple to teach an agent complicated and adaptive behaviours using a free-energy formulation of perception. In this formulation, agents adjust their internal states and sampling of the environment to minimize their free-energy. Such agents learn causal structure in the environment and sample it in an adaptive and self-supervised fashion. This results in behavioural policies that reproduce those optimised by reinforcement learning and dynamic programming. Critically, we do not need to invoke the notion of reward, value or utility. We illustrate these points by solving a benchmark problem in dynamic programming; namely the mountain-car problem, using active perception or inference under the free-energy principle. The ensuing proof-of-concept may be important because the free-energy formulation furnishes a unified account of both action and perception and may speak to a reappraisal of the role of dopamine in the brain

    A nice surprise? Predictive processing and the active pursuit of novelty

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    Recent work in cognitive and computational neuroscience depicts human brains as devices that minimize prediction error signals: signals that encode the difference between actual and expected sensory stimulations. This raises a series of puzzles whose common theme concerns a potential misfit between this bedrock informationtheoretic vision and familiar facts about the attractions of the unexpected. We humans often seem to actively seek out surprising events, deliberately harvesting novel and exciting streams of sensory stimulation. Conversely, we often experience some wellexpected sensations as unpleasant and to-be-avoided. In this paper, I explore several core and variant forms of this puzzle, using them to display multiple interacting elements that together deliver a satisfying solution. That solution requires us to go beyond the discussion of simple information-theoretic imperatives (such as 'minimize long-term prediction error') and to recognize the essential role of species-specific prestructuring, epistemic foraging, and cultural practices in shaping the restless, curious, novelty-seeking human mind

    Neuronal message passing using Mean-field, Bethe, and Marginal approximations

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    Neuronal computations rely upon local interactions across synapses. For a neuronal network to perform inference, it must integrate information from locally computed messages that are propagated among elements of that network. We review the form of two popular (Bayesian) message passing schemes and consider their plausibility as descriptions of inference in biological networks. These are variational message passing and belief propagation - each of which is derived from a free energy functional that relies upon different approximations (mean-field and Bethe respectively). We begin with an overview of these schemes and illustrate the form of the messages required to perform inference using Hidden Markov Models as generative models. Throughout, we use factor graphs to show the form of the generative models and of the messages they entail. We consider how these messages might manifest neuronally and simulate the inferences they perform. While variational message passing offers a simple and neuronally plausible architecture, it falls short of the inferential performance of belief propagation. In contrast, belief propagation allows exact computation of marginal posteriors at the expense of the architectural simplicity of variational message passing. As a compromise between these two extremes, we offer a third approach - marginal message passing - that features a simple architecture, while approximating the performance of belief propagation. Finally, we link formal considerations to accounts of neurological and psychiatric syndromes in terms of aberrant message passing

    Active inference, sensory attenuation and illusions.

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    Active inference provides a simple and neurobiologically plausible account of how action and perception are coupled in producing (Bayes) optimal behaviour. This can be seen most easily as minimising prediction error: we can either change our predictions to explain sensory input through perception. Alternatively, we can actively change sensory input to fulfil our predictions. In active inference, this action is mediated by classical reflex arcs that minimise proprioceptive prediction error created by descending proprioceptive predictions. However, this creates a conflict between action and perception; in that, self-generated movements require predictions to override the sensory evidence that one is not actually moving. However, ignoring sensory evidence means that externally generated sensations will not be perceived. Conversely, attending to (proprioceptive and somatosensory) sensations enables the detection of externally generated events but precludes generation of actions. This conflict can be resolved by attenuating the precision of sensory evidence during movement or, equivalently, attending away from the consequences of self-made acts. We propose that this Bayes optimal withdrawal of precise sensory evidence during movement is the cause of psychophysical sensory attenuation. Furthermore, it explains the force-matching illusion and reproduces empirical results almost exactly. Finally, if attenuation is removed, the force-matching illusion disappears and false (delusional) inferences about agency emerge. This is important, given the negative correlation between sensory attenuation and delusional beliefs in normal subjects--and the reduction in the magnitude of the illusion in schizophrenia. Active inference therefore links the neuromodulatory optimisation of precision to sensory attenuation and illusory phenomena during the attribution of agency in normal subjects. It also provides a functional account of deficits in syndromes characterised by false inference and impaired movement--like schizophrenia and Parkinsonism--syndromes that implicate abnormal modulatory neurotransmission

    Ubiq: A System to Build Flexible Social Virtual Reality Experiences

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    While they have long been a subject of academic study, social virtual reality (SVR) systems are now attracting increasingly large audiences on current consumer virtual reality systems. The design space of SVR systems is very large, and relatively little is known about how these systems should be constructed in order to be usable and efficient. In this paper we present Ubiq, a toolkit that focuses on facilitating the construction of SVR systems. We argue for the design strategy of Ubiq and its scope. Ubiq is built on the Unity platform. It provides core functionality of many SVR systems such as connection management, voice, avatars, etc. However, its design remains easy to extend. We demonstrate examples built on Ubiq and how it has been successfully used in classroom teaching. Ubiq is open source (Apache License) and thus enables several use cases that commercial systems cannot

    Ubiq: A System to Build Flexible Social Virtual Reality Experiences

    Get PDF
    While they have long been a subject of academic study, social virtual reality (SVR) systems are now attracting increasingly large audiences on current consumer virtual reality systems. The design space of SVR systems is very large, and relatively little is known about how these systems should be constructed in order to be usable and efficient. In this paper we present Ubiq, a toolkit that focuses on facilitating the construction of SVR systems. We argue for the design strategy of Ubiq and its scope. Ubiq is built on the Unity platform. It provides core functionality of many SVR systems such as connection management, voice, avatars, etc. However, its design remains easy to extend. We demonstrate examples built on Ubiq and how it has been successfully used in classroom teaching. Ubiq is open source (Apache License) and thus enables several use cases that commercial systems cannot
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