相关论文: VideoKifu, or the automatic transcription of a Go …
In a previous paper [ arXiv:1508.03269 ] we described the techniques we successfully employed for automatically reconstructing the whole move sequence of a Go game by means of a set of pictures. Now we describe how it is possible to…
Given a series of photographs taken during a Go game, we describe the techniques we successfully employ for pinpointing the grid lines of the Go board and for tracking their small movements between consecutive photographs; then we discuss…
The training and running of an online Go system require the support of effective data management systems to deal with vast data, such as the initial Go game records, the feature data set obtained by representation learning, the experience…
We present GO-Surf, a direct feature grid optimization method for accurate and fast surface reconstruction from RGB-D sequences. We model the underlying scene with a learned hierarchical feature voxel grid that encapsulates multi-level…
Trajectories are fundamental in different skiing disciplines. Tools enabling the analysis of such curves can enhance the training activity and enrich the broadcasting contents. However, the solutions currently available are based on…
Video stabilization refers to the problem of transforming a shaky video into a visually pleasing one. The question of how to strike a good trade-off between visual quality and computational speed has remained one of the open challenges in…
Convolutional Architecture for Fast Feature Encoding (CAFFE) [11] is a software package for the training, classifying, and feature extraction of images. The UCF Sports Action dataset is a widely used machine learning dataset that has 200…
We present the first approach to volumetric performance capture and novel-view rendering at real-time speed from monocular video, eliminating the need for expensive multi-view systems or cumbersome pre-acquisition of a personalized template…
The widespread availability of superhuman AI engines is changing how we play the ancient game of Go. The open-source software packages developed after the AlphaGo series shifted focus from producing strong playing entities to providing…
This paper introduces Goku, a state-of-the-art family of joint image-and-video generation models leveraging rectified flow Transformers to achieve industry-leading performance. We detail the foundational elements enabling high-quality…
Game solving is the process of finding the theoretical outcome for a game, assuming that all player choices are optimal. This paper focuses on a technique that can reduce the heuristic search space significantly for 7x7 Killall-Go. In Go…
Video stabilization is an in-camera processing commonly applied by modern acquisition devices. While significantly improving the visual quality of the resulting videos, it has been shown that such operation typically hinders the forensic…
The game of Go is more challenging than other board games, due to the difficulty of constructing a position or move evaluation function. In this paper we investigate whether deep convolutional networks can be used to directly represent and…
Understanding the run-time behavior of concurrent programs is a challenging task. A popular approach is to establish a happens- before relation via vector clocks. Thus, we can identify bugs and per- formance bottlenecks, for example, by…
We propose an approach for reconstructing free-moving object from a monocular RGB video. Most existing methods either assume scene prior, hand pose prior, object category pose prior, or rely on local optimization with multiple sequence…
Automatic digitization of chess games using computer vision is a significant technological challenge. This problem is of much interest for tournament organizers and amateur or professional players to broadcast their over-the-board (OTB)…
Making inferences with a deep neural network on a batch of states is much faster with a GPU than making inferences on one state after another. We build on this property to propose Monte Carlo Tree Search algorithms using batched inferences.…
Neural implicit representations have recently demonstrated compelling results on dense Simultaneous Localization And Mapping (SLAM) but suffer from the accumulation of errors in camera tracking and distortion in the reconstruction.…
By introducing several improvements to the AlphaZero process and architecture, we greatly accelerate self-play learning in Go, achieving a 50x reduction in computation over comparable methods. Like AlphaZero and replications such as ELF…
We propose to leverage the local information in image sequences to support global camera relocalization. In contrast to previous methods that regress global poses from single images, we exploit the spatial-temporal consistency in sequential…