The management of an online footwear retail store-Also known as marketplace-usually involves activities that directly or indirectly end up to interface with customers, wherein communication efficiency and effectivenes...
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Acceleration structures are key to high performance parallel ray tracing. Maximizing performance requires configuring the degrees of freedom (e.g., construction parameters) these data structures expose. Whether a para...
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The primary objective of face morphing is to com-bine face images of different data subjects (e.g. an malicious actor and an accomplice) to generate a face image that can be equally verified for both contributing data...
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ISBN:
(数字)9781728162324
ISBN:
(纸本)9781728162331
The primary objective of face morphing is to com-bine face images of different data subjects (e.g. an malicious actor and an accomplice) to generate a face image that can be equally verified for both contributing data subjects. In this paper, we propose a new framework for generating face morphs using a newer Generative Adversarial Network (GAN) - StyleGAN. In contrast to earlier works, we generate realistic morphs of both high-quality and high resolution of 1024 × 1024 pixels. With the newly created morphing dataset of 2500 morphed face images, we pose a critical question in this work. (i) Can GAN generated morphs threaten Face Recognition Systems (FRS) equally as Landmark based morphs? Seeking an answer, we benchmark the vulnerability of a Commercial-Off-The-Shelf FRS (COTS) and a deep learning-based FRS (ArcFace). This work also benchmarks the detection approaches for both GAN generated morphs against the landmark based morphs using established Morphing Attack Detection (MAD) schemes.
Spine image segmentation is important for the diagnosis and treatment of spinal diseases. However automatic segment vertebrae and intervertebral discs from spine images without segmentation labels is a challenging. In...
Spine image segmentation is important for the diagnosis and treatment of spinal diseases. However automatic segment vertebrae and intervertebral discs from spine images without segmentation labels is a challenging. In this paper, we propose an end-to-end spine image segmentation framework to achieve automated spine image segmentation. The framework consists of an initialization stage, a coarse segmentation stage and a fine segmentation stage. The initialization stage is a trained regions of interest detector. The coarse segmentation stage is a deep autoencoder clustering network. In this stage, the reconstruction loss and clustering loss of is used to achieve unsupervised coarse segmentation. In addition, a fixed number of channels strategy is also employed to greatly reduce the number of model parameters while ensuring the segmentation performance. In the fine segmentation stage, the image segmentation is reinterpreted from the perspective of the graph structure. The edge pixels from the coarse segmentation are used to construct graphs. The features of the nodes and the features of the edges between nodes are fully considered by the graph attention mechanism to achieve unsupervised fine segmentation. Experiments on two spine image segmentation datasets and one brain tumor image segmentation dataset show that our method has superior performance and generalization ability.
We present a novel haptic rendering method to simulate material removal in medical simulations at haptic rates. The core of our method is a new massively-parallel continuous collision detection algorithm in combinatio...
ISBN:
(数字)9781728102344
ISBN:
(纸本)9781728102351
We present a novel haptic rendering method to simulate material removal in medical simulations at haptic rates. The core of our method is a new massively-parallel continuous collision detection algorithm in combination with a stable and flexible 6-DOF collision response scheme that combines penalty- and constraint-based force computation. Moreover, a volumetric object representation of the 3D objects allows us to derive a realistic local material model from experimental human cadaveric data, as well as support real-time continuous material removal. We have applied our algorithm to a hip replacement simulator and two dentistry-related simulations for root-canal opening and caries removal. The results show realistic continuous forces and torques at haptic rates.
A novel family of Cosine series Quantum Sampling (QCoSamp) operators appropriate for quantum computing is described. The development of quantum algorithms, analogous to classical algorithms, we apply to the harmonic a...
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We present a novel deep learning-based skull stripping algorithm for magnetic resonance imaging (MRI) that works directly in the information rich complex valued k-space. Using three datasets from different institution...
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It is often argued among biometric researchers that the left and right retinas of the same person are as different as the retinas of two different persons. However, in our previous work we showed that by looking at re...
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This paper presents an optimization-based approach for designing virtual reality game level layouts, based on the layout of a real environment. Our method starts by asking the user to define the shape of the real envi...
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This paper presents an optimization-based approach for designing virtual reality game level layouts, based on the layout of a real environment. Our method starts by asking the user to define the shape of the real environment and the obstacles (e.g., furniture) located in it. Then, by representing a game level as an assembly of chunks and defining the game level layout design decisions in cost terms (mapping, fitting, variations, and accessibility) in a total cost function, our system automatically synthesizes a game level layout that fulfills the real environment layout and its constraints as well as the user-defined design decisions. To evaluate the proposed method, a user study was conducted. The results indicated that the proposed method: (1) enhanced the levels of presence; (2) enhanced the levels of involvement of participants in the virtual environment; and (3) reduced the fear of collision with the real environment and its constraints. Limitations and future research directions are also discussed.
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