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Probabilistic Directed Distance Fields for Ray-Based Shape Representations

Aumentado-Armstrong, Tristan, Tsogkas, Stavros, Dickinson, Sven, Jepson, Allan

arXiv.org Artificial Intelligence

In modern computer vision, the optimal representation of 3D shape continues to be task-dependent. One fundamental operation applied to such representations is differentiable rendering, as it enables inverse graphics approaches in learning frameworks. Standard explicit shape representations (voxels, point clouds, or meshes) are often easily rendered, but can suffer from limited geometric fidelity, among other issues. On the other hand, implicit representations (occupancy, distance, or radiance fields) preserve greater fidelity, but suffer from complex or inefficient rendering processes, limiting scalability. In this work, we devise Directed Distance Fields (DDFs), a novel neural shape representation that builds upon classical distance fields. The fundamental operation in a DDF maps an oriented point (position and direction) to surface visibility and depth. This enables efficient differentiable rendering, obtaining depth with a single forward pass per pixel, as well as differential geometric quantity extraction (e.g., surface normals), with only additional backward passes. Using probabilistic DDFs (PDDFs), we show how to model inherent discontinuities in the underlying field. We then apply DDFs to several applications, including single-shape fitting, generative modelling, and single-image 3D reconstruction, showcasing strong performance with simple architectural components via the versatility of our representation. Finally, since the dimensionality of DDFs permits view-dependent geometric artifacts, we conduct a theoretical investigation of the constraints necessary for view consistency. We find a small set of field properties that are sufficient to guarantee a DDF is consistent, without knowing, for instance, which shape the field is expressing.


Human and Smart Machine Co-Learning with Brain Computer Interface

Lee, Chang-Shing, Wang, Mei-Hui, Ko, Li-Wei, Kubota, Naoyuki, Lin, Lu-An, Kitaoka, Shinya, Wang, Yu-Te, Su, Shun-Feng

arXiv.org Artificial Intelligence

We need to consider systems and the brain machine interaction (BMI) area in IEEE SMC cybernetics as well as include human in the loop. The purpose conference and then join the SMC society. of this article is as follows: (1) To integrate the open source II. Past held events in the world from 2008 to 2017 Facebook AI Research (FAIR) DarkForest program of Facebook with Item Response Theory (IRT), to the new open Owing to the maturity of deep learning technologies and learning system, namely, DDF learning system; (2) To integrate computer hardware, Google combined them together with DDF Go with Robot namely Robotic DDF Go system; (3) To Monte Carlo Tree to beat many top professional Go players invite the professional Go players to attend the activity to play without handicaps in 2016 and 2017 [4-5]. This year is the first Go games on site with a smart machine. The research team will year to hold Human & Smart Machines Co-Learning @ IEEE apply this technology to education, such as, playing games to SMC 2017. However, we have carried out the events of humans enhance the children concentration on learning mathematics, playing Go with the computer Go programs for almost a decade languages, and other topics. With the detected brainwaves, the [6-7]. Figure 1 shows the past held events of Human vs. Computer robot will be able to speak some words that are very much to Go Competitions from 2008 to 2017 the point for the students and to assist the teachers in classroom (https://www.youtube.com/watch?v UkSOVnbC2Y8) funded in the future.