1,235 research outputs found
Deep Tracking: Seeing Beyond Seeing Using Recurrent Neural Networks
This paper presents to the best of our knowledge the first end-to-end object
tracking approach which directly maps from raw sensor input to object tracks in
sensor space without requiring any feature engineering or system identification
in the form of plant or sensor models. Specifically, our system accepts a
stream of raw sensor data at one end and, in real-time, produces an estimate of
the entire environment state at the output including even occluded objects. We
achieve this by framing the problem as a deep learning task and exploit
sequence models in the form of recurrent neural networks to learn a mapping
from sensor measurements to object tracks. In particular, we propose a learning
method based on a form of input dropout which allows learning in an
unsupervised manner, only based on raw, occluded sensor data without access to
ground-truth annotations. We demonstrate our approach using a synthetic dataset
designed to mimic the task of tracking objects in 2D laser data -- as commonly
encountered in robotics applications -- and show that it learns to track many
dynamic objects despite occlusions and the presence of sensor noise.Comment: Published in The Thirtieth AAAI Conference on Artificial Intelligence
(AAAI-16), Video: https://youtu.be/cdeWCpfUGWc, Code:
http://mrg.robots.ox.ac.uk/mrg_people/peter-ondruska
Trellis-Based Equalization for Sparse ISI Channels Revisited
Sparse intersymbol-interference (ISI) channels are encountered in a variety
of high-data-rate communication systems. Such channels have a large channel
memory length, but only a small number of significant channel coefficients. In
this paper, trellis-based equalization of sparse ISI channels is revisited. Due
to the large channel memory length, the complexity of maximum-likelihood
detection, e.g., by means of the Viterbi algorithm (VA), is normally
prohibitive. In the first part of the paper, a unified framework based on
factor graphs is presented for complexity reduction without loss of optimality.
In this new context, two known reduced-complexity algorithms for sparse ISI
channels are recapitulated: The multi-trellis VA (M-VA) and the
parallel-trellis VA (P-VA). It is shown that the M-VA, although claimed, does
not lead to a reduced computational complexity. The P-VA, on the other hand,
leads to a significant complexity reduction, but can only be applied for a
certain class of sparse channels. In the second part of the paper, a unified
approach is investigated to tackle general sparse channels: It is shown that
the use of a linear filter at the receiver renders the application of standard
reduced-state trellis-based equalizer algorithms feasible, without significant
loss of optimality. Numerical results verify the efficiency of the proposed
receiver structure.Comment: To be presented at the 2005 IEEE Int. Symp. Inform. Theory (ISIT
2005), September 4-9, 2005, Adelaide, Australi
RLFC: Random Access Light Field Compression using Key Views and Bounded Integer Encoding
We present a new hierarchical compression scheme for encoding light field
images (LFI) that is suitable for interactive rendering. Our method (RLFC)
exploits redundancies in the light field images by constructing a tree
structure. The top level (root) of the tree captures the common high-level
details across the LFI, and other levels (children) of the tree capture
specific low-level details of the LFI. Our decompressing algorithm corresponds
to tree traversal operations and gathers the values stored at different levels
of the tree. Furthermore, we use bounded integer sequence encoding which
provides random access and fast hardware decoding for compressing the blocks of
children of the tree. We have evaluated our method for 4D two-plane
parameterized light fields. The compression rates vary from 0.08 - 2.5 bits per
pixel (bpp), resulting in compression ratios of around 200:1 to 20:1 for a PSNR
quality of 40 to 50 dB. The decompression times for decoding the blocks of LFI
are 1 - 3 microseconds per channel on an NVIDIA GTX-960 and we can render new
views with a resolution of 512X512 at 200 fps. Our overall scheme is simple to
implement and involves only bit manipulations and integer arithmetic
operations.Comment: Accepted for publication at Symposium on Interactive 3D Graphics and
Games (I3D '19
Analytical derivation of EXIT charts for simple block codes and for LDPC codes using information combining
Publication in the conference proceedings of EUSIPCO, Viena, Austria, 200
Bounds on information combining for the accumulator of repeat-accumulate codes without Gaussian assumption
Towards intelligent ultrafiltration for reverse osmosis seawater desalination pretreatment by means of PCA
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