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arXiv:2409.06104공식 코드 · Papers with Code

LSE-NeRF: Learning Sensor Modeling Errors for Deblured Neural Radiance Fields with RGB-Event Stereo

We present a method for reconstructing a clear Neural Radiance Field (NeRF) even with fast camera motions. To address blur artifacts, we leverage both (blurry) RGB images and event camera data captured in a binocular configuration. Importantly, when reconstructing our clear NeRF, we consider the camera modeling imperfections that arise from the simple pinhole camera model as learned embeddings for each camera measurement, and further learn a mapper that connects event camera measurements with RGB data. As no previous dataset exists for our binocular setting, we introduce an event camera dataset with captures from a 3D-printed stereo configuration between RGB and event cameras. Empirically, we evaluate our introduced dataset and EVIMOv2 and show that our method leads to improved reconstructions. Our code and dataset are available at https://github.com/ubc-vision/LSENeRF.

arXiv:2311.15260공식 코드 · Papers with Code

NeuRAD: Neural Rendering for Autonomous Driving

Neural radiance fields (NeRFs) have gained popularity in the autonomous driving (AD) community. Recent methods show NeRFs' potential for closed-loop simulation, enabling testing of AD systems, and as an advanced training data augmentation technique. However, existing methods often require long training times, dense semantic supervision, or lack generalizability. This, in turn, hinders the application of NeRFs for AD at scale. In this paper, we propose NeuRAD, a robust novel view synthesis method tailored to dynamic AD data. Our method features simple network design, extensive sensor modeling for both camera and lidar -- including rolling shutter, beam divergence and ray dropping -- and is applicable to multiple datasets out of the box. We verify its performance on five popular AD datasets, achieving state-of-the-art performance across the board. To encourage further development, we will openly release the NeuRAD source code. See https://github.com/georghess/NeuRAD .

arXiv:2108.07973공식 코드 · Papers with Code

Thermal Image Processing via Physics-Inspired Deep Networks

We introduce DeepIR, a new thermal image processing framework that combines physically accurate sensor modeling with deep network-based image representation. Our key enabling observations are that the images captured by thermal sensors can be factored into slowly changing, scene-independent sensor non-uniformities (that can be accurately modeled using physics) and a scene-specific radiance flux (that is well-represented using a deep network-based regularizer). DeepIR requires neither training data nor periodic ground-truth calibration with a known black body target--making it well suited for practical computer vision tasks. We demonstrate the power of going DeepIR by developing new denoising and super-resolution algorithms that exploit multiple images of the scene captured with camera jitter. Simulated and real data experiments demonstrate that DeepIR can perform high-quality non-uniformity correction with as few as three images, achieving a 10dB PSNR improvement over competing approaches.

arXiv:2102.11952공식 코드 · Papers with Code

Learning to Drop Points for LiDAR Scan Synthesis

3D laser scanning by LiDAR sensors plays an important role for mobile robots to understand their surroundings. Nevertheless, not all systems have high resolution and accuracy due to hardware limitations, weather conditions, and so on. Generative modeling of LiDAR data as scene priors is one of the promising solutions to compensate for unreliable or incomplete observations. In this paper, we propose a novel generative model for learning LiDAR data based on generative adversarial networks. As in the related studies, we process LiDAR data as a compact yet lossless representation, a cylindrical depth map. However, despite the smoothness of real-world objects, many points on the depth map are dropped out through the laser measurement, which causes learning difficulty on generative models. To circumvent this issue, we introduce measurement uncertainty into the generation process, which allows the model to learn a disentangled representation of the underlying shape and the dropout noises from a collection of real LiDAR data. To simulate the lossy measurement, we adopt a differentiable sampling framework to drop points based on the learned uncertainty. We demonstrate the effectiveness of our method on synthesis and reconstruction tasks using two datasets. We further showcase potential applications by restoring LiDAR data with various types of corruption.

arXiv:2012.03491공식 코드 · Papers with Code

AI-enabled Prediction of eSports Player Performance Using the Data from Heterogeneous Sensors

The emerging progress of eSports lacks the tools for ensuring high-quality analytics and training in Pro and amateur eSports teams. We report on an Artificial Intelligence (AI) enabled solution for predicting the eSports player in-game performance using exclusively the data from sensors. For this reason, we collected the physiological, environmental, and the game chair data from Pro and amateur players. The player performance is assessed from the game logs in a multiplayer game for each moment of time using a recurrent neural network. We have investigated that attention mechanism improves the generalization of the network and provides the straightforward feature importance as well. The best model achieves ROC AUC score 0.73. The prediction of the performance of particular player is realized although his data are not utilized in the training set. The proposed solution has a number of promising applications for Pro eSports teams and amateur players, such as a learning tool or a performance monitoring system.

arXiv:2011.00958공식 코드 · Papers with Code

Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports Dataset

Proper training and analytics in eSports require accurately collected and annotated data. Most eSports research focuses exclusively on in-game data analysis, and there is a lack of prior work involving eSports athletes' psychophysiological data. In this paper, we present a dataset collected from professional and amateur teams in 22 matches in League of Legends video game with more than 40 hours of recordings. Recorded data include the players' physiological activity, e.g. movements, pulse, saccades, obtained from various sensors, self-reported aftermatch survey, and in-game data. An important feature of the dataset is simultaneous data collection from five players, which facilitates the analysis of sensor data on a team level. Upon the collection of dataset we carried out its validation. In particular, we demonstrate that stress and concentration levels for professional players are less correlated, meaning more independent playstyle. Also, we show that the absence of team communication does not affect the professional players as much as amateur ones. To investigate other possible use cases of the dataset, we have trained classical machine learning algorithms for skill prediction and player re-identification using 3-minute sessions of sensor data. Best models achieved 0.856 and 0.521 (0.10 for a chance level) accuracy scores on a validation set for skill prediction and player re-id problems, respectively. The dataset is available at https://github.com/smerdov/eSports Sensors Dataset.

arXiv:1908.06407공식 코드 · Papers with Code

Understanding Cyber Athletes Behaviour Through a Smart Chair: CS:GO and Monolith Team Scenario

eSports is the rapidly developing multidisciplinary domain. However, research and experimentation in eSports are in the infancy. In this work, we propose a smart chair platform - an unobtrusive approach to the collection of data on the eSports athletes and data further processing with machine learning methods. The use case scenario involves three groups of players: `cyber athletes' (Monolith team), semi-professional players and newbies all playing CS:GO discipline. In particular, we collect data from the accelerometer and gyroscope integrated in the chair and apply machine learning algorithms for the data analysis. Our results demonstrate that the professional athletes can be identified by their behaviour on the chair while playing the game.

arXiv:1908.06402공식 코드 · Papers with Code

eSports Pro-Players Behavior During the Game Events: Statistical Analysis of Data Obtained Using the Smart Chair

Today's competition between the professional eSports teams is so strong that in-depth analysis of players' performance literally crucial for creating a powerful team. There are two main approaches to such an estimation: obtaining features and metrics directly from the in-game data or collecting detailed information about the player including data on his/her physical training. While the correlation between the player's skill and in-game data has already been covered in many papers, there are very few works related to analysis of eSports athlete's skill through his/her physical behavior. We propose the smart chair platform which is to collect data on the person's behavior on the chair using an integrated accelerometer, a gyroscope and a magnetometer. We extract the important game events to define the players' physical reactions to them. The obtained data are used for training machine learning models in order to distinguish between the low-skilled and high-skilled players. We extract and figure out the key features during the game and discuss the results.