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  1. High-quality large-scale scene rendering requires a scalable representation and accurate camera poses. This research combines tile-based hybrid neural fields with parallel distributive optimization to improve bundle-adjusting neural radiance fields. The proposed method scales with a divide-and-conquer strategy. We partition scenes into tiles, each with a multi-resolution hash feature grid and shallow chained diffuse and specular multilayer perceptrons (MLPs). Tiles unify foreground and background via a spatial contraction function that allows both distant objects in outdoor scenes and planar reflections as virtual images outside the tile. Decomposing appearance with the specular MLP allows a specular-aware warping loss to provide a second optimization path for camera poses. We apply the alternating direction method of multipliers (ADMM) to achieve consensus among camera poses while maintaining parallel tile optimization. Experimental results show that our method outperforms state-of-the-art neural scene rendering method quality by 5%--10% in PSNR, maintaining sharp distant objects and view-dependent reflections across six indoor and outdoor scenes.

     
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    Free, publicly-accessible full text available December 5, 2024
  2. Abstract We consider semantic image segmentation. Our method is inspired by Bayesian deep learning which improves image segmentation accuracy by modeling the uncertainty of the network output. In contrast to uncertainty, our method directly learns to predict the erroneous pixels of a segmentation network, which is modeled as a binary classification problem. It can speed up training comparing to the Monte Carlo integration often used in Bayesian deep learning. It also allows us to train a branch to correct the labels of erroneous pixels. Our method consists of three stages: (i) predict pixel-wise error probability of the initial result, (ii) redetermine new labels for pixels with high error probability, and (iii) fuse the initial result and the redetermined result with respect to the error probability. We formulate the error-pixel prediction problem as a classification task and employ an error-prediction branch in the network to predict pixel-wise error probabilities. We also introduce a detail branch to focus the training process on the erroneous pixels. We have experimentally validated our method on the Cityscapes and ADE20K datasets. Our model can be easily added to various advanced segmentation networks to improve their performance. Taking DeepLabv3+ as an example, our network can achieve 82.88% of mIoU on Cityscapes testing dataset and 45.73% on ADE20K validation dataset, improving corresponding DeepLabv3+ results by 0.74% and 0.13% respectively. 
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  3. null (Ed.)
  4. High-resolution simulations can deliver great visual quality, but they are often limited by available memory, especially on GPUs. We present a compiler for physical simulation that can achieve both high performance and significantly reduced memory costs, by enabling flexible and aggressive quantization. Low-precision ("quantized") numerical data types are used and packed to represent simulation states, leading to reduced memory space and bandwidth consumption. Quantized simulation allows higher resolution simulation with less memory, which is especially attractive on GPUs. Implementing a quantized simulator that has high performance and packs the data tightly for aggressive storage reduction would be extremely labor-intensive and error-prone using a traditional programming language. To make the creation of quantized simulation practical, we have developed a new set of language abstractions and a compilation system. A suite of tailored domain-specific optimizations ensure quantized simulators often run as fast as the full-precision simulators, despite the overhead of encoding-decoding the packed quantized data types. Our programming language and compiler, based on Taichi , allow developers to effortlessly switch between different full-precision and quantized simulators, to explore the full design space of quantization schemes, and ultimately to achieve a good balance between space and precision. The creation of quantized simulation with our system has large benefits in terms of memory consumption and performance, on a variety of hardware, from mobile devices to workstations with high-end GPUs. We can simulate with levels of resolution that were previously only achievable on systems with much more memory, such as multiple GPUs. For example, on a single GPU, we can simulate a Game of Life with 20 billion cells (8× compression per pixel), an Eulerian fluid system with 421 million active voxels (1.6× compression per voxel), and a hybrid Eulerian-Lagrangian elastic object simulation with 235 million particles (1.7× compression per particle). At the same time, quantized simulations create physically plausible results. Our quantization techniques are complementary to existing acceleration approaches of physical simulation: they can be used in combination with these existing approaches, such as sparse data structures, for even higher scalability and performance. 
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