cvpaper.challengeにおいてECCVのOral論文をまとめた「ECCV 2020 報告」です。
ECCV2020 Oral論文 完全読破(1/2) [https://www.slideshare.net/cvpaperchallenge/eccv2020-oral-12/1]
pp. 7-10 ECCVトレンド
pp. 12-72 Looking at humans
pp. 73-132 Low level vision
pp. 133-198 Recognition & detection
pp. 199-262 Segmentation & scene interpretation and description, language
pp. 263-294 Video & action understanding
pp. 295-296 まとめ
cvpaper.challengeはコンピュータビジョン分野の今を映し、トレンドを創り出す挑戦です。論文サマリ作成・アイディア考案・議論・実装・論文投稿に取り組み、凡ゆる知識を共有します。2020の目標は「トップ会議に30+本投稿」することです。
cvpaper.challengeにおいてECCVのOral論文をまとめた「ECCV 2020 報告」です。
ECCV2020 Oral論文 完全読破(1/2) [https://www.slideshare.net/cvpaperchallenge/eccv2020-oral-12/1]
pp. 7-10 ECCVトレンド
pp. 12-72 Looking at humans
pp. 73-132 Low level vision
pp. 133-198 Recognition & detection
pp. 199-262 Segmentation & scene interpretation and description, language
pp. 263-294 Video & action understanding
pp. 295-296 まとめ
cvpaper.challengeはコンピュータビジョン分野の今を映し、トレンドを創り出す挑戦です。論文サマリ作成・アイディア考案・議論・実装・論文投稿に取り組み、凡ゆる知識を共有します。2020の目標は「トップ会議に30+本投稿」することです。
Invariant Information Clustering for Unsupervised Image Classification and Se...harmonylab
紹介論文
Invariant Information Clustering for Unsupervised Image Classification and Segmentation
Xu J, João F. Henriques, Andrea Vedaldi
出典:Xu J, João F. Henriques, Andrea Vedaldi:Invariant Information Clustering forUnsupervised Image Classification and Segmentation, International Conference on Computer Vision (ICCV 2019), Seoul, Korea
概要:本論文では、正解ラベルを必要としない教師なし学習手法IICを提案しています。元画像に一般的なランダム変換を加えたペアを作成し、元画像とペアの相互情報量を最大化するよう学習を行います。画像のクラス分類・セグメンテーションタスクにおいて、8つのベンチマークでSOTAを達成しています。さらに、半教師あり学習にすることで、従来の教師あり学習精度を超える結果を得ています
文献紹介:Swin Transformer: Hierarchical Vision Transformer Using Shifted WindowsToru Tamaki
Ze Liu, Yutong Lin, Yue Cao, Han Hu, Yixuan Wei, Zheng Zhang, Stephen Lin, Baining Guo; Swin Transformer: Hierarchical Vision Transformer Using Shifted Windows, Proceedings of the IEEE/CVF International Conference on Computer Vision (ICCV), 2021, pp. 10012-10022
https://openaccess.thecvf.com/content/ICCV2021/html/Liu_Swin_Transformer_Hierarchical_Vision_Transformer_Using_Shifted_Windows_ICCV_2021_paper.html
OIT to Volumetric Shadow Mapping, 101 Uses for Raster-Ordered Views using Dir...Gael Hofemeier
One of the new features of DirectX 12 is Raster-Ordered Views. This adds Ordering back into Unordered Access Views, removing race conditions within a pixel shader when multiple in-flight pixels write to the same XY screen coordinates. This allows algorithms that previously required link lists of pixel data to be efficiently processed in bounded memory. The talk shows how everything from Order Independent Transparency to Volumetric shadow mapping and even post processing can benefit from using Raster-Ordered Views to provide efficient and more importantly robust solutions suitable for real-time games. The session uses a mixture of real-world examples of where these algorithms have already been implemented in games and forward-looking research to show some of the exciting possibilities that open up with this new ability coming to DirectX.
Deep learning for image super resolutionPrudhvi Raj
Using Deep Convolutional Networks, the machine can learn end-to-end mapping between the low/high-resolution images. Unlike traditional methods, this method jointly optimizes all the layers of the image. A light-weight CNN structure is used, which is simple to implement and provides formidable trade-off from the existential methods.
Physically Based Lighting in Unreal Engine 4Lukas Lang
Talk held at Unreal Meetup Munich on 15th May 2019.
I talked about some of the theoretical background of physically based lighting, demonstrated a workflow + containing value tables needed to be able to easily use the workflow.
MIPI DevCon 2021: Meeting the Needs of Next-Generation Displays with a High-P...MIPI Alliance
Presented by Alain Legault, Hardent Inc.; Joe Rodriguez, Rambus Inc.; and Justin Endo, Mixel, Inc.
Next-generation display applications have an insatiable appetite for bandwidth. Using a combination of VESA Display Stream Compression (DSC) and MIPI DSI-2℠ technology, designers can achieve display resolutions up to 8K without compromise to video quality, battery life or cost. This presentation discusses a fully integrated, off-the-shelf display IP subsystem solution, consisting of Mixel (MIPI C-PHY℠/D-PHY℠ combo), Rambus (MIPI DSI-2® controller) and Hardent (VESA DSC) IP, that can deliver this state-of-the-art performance in a power-efficient and compact footprint.
論文紹介:Grad-CAM: Visual explanations from deep networks via gradient-based loca...Kazuki Adachi
Selvaraju, Ramprasaath R., et al. "Grad-cam: Visual explanations from deep networks via gradient-based localization." The IEEE International Conference on Computer Vision (ICCV), 2017, pp. 618-626
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
Invariant Information Clustering for Unsupervised Image Classification and Se...harmonylab
紹介論文
Invariant Information Clustering for Unsupervised Image Classification and Segmentation
Xu J, João F. Henriques, Andrea Vedaldi
出典:Xu J, João F. Henriques, Andrea Vedaldi:Invariant Information Clustering forUnsupervised Image Classification and Segmentation, International Conference on Computer Vision (ICCV 2019), Seoul, Korea
概要:本論文では、正解ラベルを必要としない教師なし学習手法IICを提案しています。元画像に一般的なランダム変換を加えたペアを作成し、元画像とペアの相互情報量を最大化するよう学習を行います。画像のクラス分類・セグメンテーションタスクにおいて、8つのベンチマークでSOTAを達成しています。さらに、半教師あり学習にすることで、従来の教師あり学習精度を超える結果を得ています
文献紹介:Swin Transformer: Hierarchical Vision Transformer Using Shifted WindowsToru Tamaki
Ze Liu, Yutong Lin, Yue Cao, Han Hu, Yixuan Wei, Zheng Zhang, Stephen Lin, Baining Guo; Swin Transformer: Hierarchical Vision Transformer Using Shifted Windows, Proceedings of the IEEE/CVF International Conference on Computer Vision (ICCV), 2021, pp. 10012-10022
https://openaccess.thecvf.com/content/ICCV2021/html/Liu_Swin_Transformer_Hierarchical_Vision_Transformer_Using_Shifted_Windows_ICCV_2021_paper.html
OIT to Volumetric Shadow Mapping, 101 Uses for Raster-Ordered Views using Dir...Gael Hofemeier
One of the new features of DirectX 12 is Raster-Ordered Views. This adds Ordering back into Unordered Access Views, removing race conditions within a pixel shader when multiple in-flight pixels write to the same XY screen coordinates. This allows algorithms that previously required link lists of pixel data to be efficiently processed in bounded memory. The talk shows how everything from Order Independent Transparency to Volumetric shadow mapping and even post processing can benefit from using Raster-Ordered Views to provide efficient and more importantly robust solutions suitable for real-time games. The session uses a mixture of real-world examples of where these algorithms have already been implemented in games and forward-looking research to show some of the exciting possibilities that open up with this new ability coming to DirectX.
Deep learning for image super resolutionPrudhvi Raj
Using Deep Convolutional Networks, the machine can learn end-to-end mapping between the low/high-resolution images. Unlike traditional methods, this method jointly optimizes all the layers of the image. A light-weight CNN structure is used, which is simple to implement and provides formidable trade-off from the existential methods.
Physically Based Lighting in Unreal Engine 4Lukas Lang
Talk held at Unreal Meetup Munich on 15th May 2019.
I talked about some of the theoretical background of physically based lighting, demonstrated a workflow + containing value tables needed to be able to easily use the workflow.
MIPI DevCon 2021: Meeting the Needs of Next-Generation Displays with a High-P...MIPI Alliance
Presented by Alain Legault, Hardent Inc.; Joe Rodriguez, Rambus Inc.; and Justin Endo, Mixel, Inc.
Next-generation display applications have an insatiable appetite for bandwidth. Using a combination of VESA Display Stream Compression (DSC) and MIPI DSI-2℠ technology, designers can achieve display resolutions up to 8K without compromise to video quality, battery life or cost. This presentation discusses a fully integrated, off-the-shelf display IP subsystem solution, consisting of Mixel (MIPI C-PHY℠/D-PHY℠ combo), Rambus (MIPI DSI-2® controller) and Hardent (VESA DSC) IP, that can deliver this state-of-the-art performance in a power-efficient and compact footprint.
論文紹介:Grad-CAM: Visual explanations from deep networks via gradient-based loca...Kazuki Adachi
Selvaraju, Ramprasaath R., et al. "Grad-cam: Visual explanations from deep networks via gradient-based localization." The IEEE International Conference on Computer Vision (ICCV), 2017, pp. 618-626
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.