OpenRaiser/Intern-Atlas huggingface dataset:
Improved Time-Space Trade-offs for Computing Voronoi Diagrams
Venue: arXiv cs.CG 2018
Year: 2018

Let $P$ be a planar set of $n$ sites in general position. For $k\in\{1,\dots,n-1\}$, the Voronoi diagram of order $k$ for $P$ is obtained by subdividing the plane into cells such that points in the same cell have the same set of nearest $k$ neighbors in $P$. The (nearest site) Voronoi diagram (NVD) and the farthest site Voronoi diagram (FVD) are the particular cases of $k=1$ and $k=n-1$, respectively. For any given $K\in\{1,\dots,n-1\}$, the family of all higher-order Voronoi diagrams of order $k=1,\dots,K$ for $P$ can be computed in total time $O(nK^2+ n\log n)$ using $O(K^2(n-K))$ space [Aggarwal et al., DCG'89; Lee, TC'82]. Moreover, NVD and FVD for $P$ can be computed in $O(n\log n)$ time using $O(n)$ space [Preparata, Shamos, Springer'85]. For $s\in\{1,\dots,n\}$, an $s$-workspace algorithm has random access to a read-only array with the sites of $P$ in arbitrary order. Additionally, the algorithm may use $O(s)$ words, of $Θ(\log n)$ bits each, for reading and writing intermediate data. The output can be written only once and cannot be accessed or modified afterwards. We describe a deterministic $s$-workspace algorithm for computing NVD and FVD for $P$ that runs in $O((n^2/s)\log s)$ time. Moreover, we generalize our $s$-workspace algorithm so that for any given $K\in O(\sqrt{s})$, we compute the family of all higher-order Voronoi diagrams of order $k=1,\dots,K$ for $P$ in total expected time $O (\frac{n^2 K^5}{s}(\log s+K2^{O(\log^* K)}))$ or in total deterministic time $O(\frac{n^2 K^5}{s}(\log s+K\log K))$. Previously, for Voronoi diagrams, the only known $s$-workspace algorithm runs in expected time $O\bigl((n^2/s)\log s+n\log s\log^* s)$ [Korman et al., WADS'15] and only works for NVD (i.e., $k=1$). Unlike the previous algorithm, our new method is very simple and does not rely on advanced data structures or random sampling techniques.
Low Dose CT Image Denoising Using a Generative Adversarial Network with Wasserstein Distance and Perceptual Loss
Venue: arXiv cs.CV 2018
Year: 2018

In this paper, we introduce a new CT image denoising method based on the generative adversarial network (GAN) with Wasserstein distance and perceptual similarity. The Wasserstein distance is a key concept of the optimal transform theory, and promises to improve the performance of the GAN. The perceptual loss compares the perceptual features of a denoised output against those of the ground truth in an established feature space, while the GAN helps migrate the data noise distribution from strong to weak. Therefore, our proposed method transfers our knowledge of visual perception to the image denoising task, is capable of not only reducing the image noise level but also keeping the critical information at the same time. Promising results have been obtained in our experiments with clinical CT images.
Semantic Augmented Reality Environment with Material-Aware Physical Interactions
Venue: arXiv cs.CV 2018
Year: 2018

In Augmented Reality (AR) environment, realistic interactions between the virtual and real objects play a crucial role in user experience. Much of recent advances in AR has been largely focused on developing geometry-aware environment, but little has been done in dealing with interactions at the semantic level. High-level scene understanding and semantic descriptions in AR would allow effective design of complex applications and enhanced user experience. In this paper, we present a novel approach and a prototype system that enables the deeper understanding of semantic properties of the real world environment, so that realistic physical interactions between the real and the virtual objects can be generated. A material-aware AR environment has been created based on the deep material learning using a fully convolutional network (FCN). The state-of-the-art dense Simultaneous Localisation and Mapping (SLAM) has been used for the semantic mapping. Together with efficient accelerated 3D ray casting, natural and realistic physical interactions are generated for interactive AR games. Our approach has significant impact on the future development of advanced AR systems and applications.
Exploiting Redundancy, Recurrence and Parallelism: How to Link Millions of Addresses with Ten Lines of Code in Ten Minutes
Venue: arXiv cs.DB 2018
Year: 2018

Accurate and efficient record linkage is an open challenge of particular relevance to Australian Government Agencies, who recognise that so-called wicked social problems are best tackled by forming partnerships founded on large-scale data fusion. Names and addresses are the most common attributes on which data from different government agencies can be linked. In this paper, we focus on the problem of address linking. Linkage is particularly problematic when the data has significant quality issues. The most common approach for dealing with quality issues is to standardise raw data prior to linking. If a mistake is made in standardisation, however, it is usually impossible to recover from it to perform linkage correctly. This paper proposes a novel algorithm for address linking that is particularly practical for linking large disparate sets of addresses, being highly scalable, robust to data quality issues and simple to implement. It obviates the need for labour intensive and problematic address standardisation. We demonstrate the efficacy of the algorithm by matching two large address datasets from two government agencies with good accuracy and computational efficiency.
Hierarchical Metric Learning for Optical Remote Sensing Scene Categorization
Venue: arXiv cs.CV 2018
Year: 2018

We address the problem of scene classification from optical remote sensing (RS) images based on the paradigm of hierarchical metric learning. Ideally, supervised metric learning strategies learn a projection from a set of training data points so as to minimize intra-class variance while maximizing inter-class separability to the class label space. However, standard metric learning techniques do not incorporate the class interaction information in learning the transformation matrix, which is often considered to be a bottleneck while dealing with fine-grained visual categories. As a remedy, we propose to organize the classes in a hierarchical fashion by exploring their visual similarities and subsequently learn separate distance metric transformations for the classes present at the non-leaf nodes of the tree. We employ an iterative max-margin clustering strategy to obtain the hierarchical organization of the classes. Experiment results obtained on the large-scale NWPU-RESISC45 and the popular UC-Merced datasets demonstrate the efficacy of the proposed hierarchical metric learning based RS scene recognition strategy in comparison to the standard approaches.
Beyond Low-Rank Representations: Orthogonal Clustering Basis Reconstruction with Optimized Graph Structure for Multi-view Spectral Clustering
Venue: arXiv cs.CV 2018
Year: 2018

Low-Rank Representation (LRR) is arguably one of the most powerful paradigms for Multi-view spectral clustering, which elegantly encodes the multi-view local graph/manifold structures into an intrinsic low-rank self-expressive data similarity embedded in high-dimensional space, to yield a better graph partition than their single-view counterparts. In this paper we revisit it with a fundamentally different perspective by discovering LRR as essentially a latent clustered orthogonal projection based representation winged with an optimized local graph structure for spectral clustering; each column of the representation is fundamentally a cluster basis orthogonal to others to indicate its members, which intuitively projects the view-specific feature representation to be the one spanned by all orthogonal basis to characterize the cluster structures. Upon this finding, we propose our technique with the followings: (1) We decompose LRR into latent clustered orthogonal representation via low-rank matrix factorization, to encode the more flexible cluster structures than LRR over primal data objects; (2) We convert the problem of LRR into that of simultaneously learning orthogonal clustered representation and optimized local graph structure for each view; (3) The learned orthogonal clustered representations and local graph structures enjoy the same magnitude for multi-view, so that the ideal multi-view consensus can be readily achieved. The experiments over multi-view datasets validate its superiority.
Heterogeneous Networks with Power-Domain NOMA: Coverage, Throughput and Power Allocation Analysis
Venue: arXiv cs.IT 2018
Year: 2018

In a heterogeneous cellular network (HetNet), consider that a base station in the HetNet is able to simultaneously schedule and serve K users in the downlink by performing the power-domain non-orthogonal multiple access (NOMA) scheme. This paper aims at the preliminary study on the downlink coverage and throughput performances of the HetNet with the non-cooperative and the (proposed) cooperative NOMA schemes. First, the coverage probability and link throughput of K users in each cell are studied and their accurate expressions are derived for the non-cooperative NOMA scheme in which no BSs are coordinated to jointly transmit the NOMA signals for a particular user. We show that the coverage and link throughput can be largely reduced if transmit power allocations among the K users do not satisfy the constraint derived. Next, we analyze the coverage and link throughput of K users for the cooperative NOMA scheme in which the void BSs without users are coordinated to enhance the farthest NOMA user in a cell. The derived accurate results show that cooperative NOMA can significantly improve the coverage and link throughput of all users. Finally, we show that there exist optimal power allocation schemes that maximize the average cell coverage and throughput under some derived power allocation constraints and numerical results validate our analytical findings.
Lempel-Ziv Jaccard Distance, an Effective Alternative to Ssdeep and Sdhash
Venue: arXiv cs.CR 2018
Year: 2018

Recent work has proposed the Lempel-Ziv Jaccard Distance (LZJD) as a method to measure the similarity between binary byte sequences for malware classification. We propose and test LZJD's effectiveness as a similarity digest hash for digital forensics. To do so we develop a high performance Java implementation with the same command-line arguments as sdhash, making it easy to integrate into existing workflows. Our testing shows that LZJD is effective for this task, and significantly outperforms sdhash and ssdeep in its ability to match related file fragments and files corrupted with random noise. In addition, LZJD is up to 60x faster than sdhash at comparison time.
Optimal Errors and Phase Transitions in High-Dimensional Generalized Linear Models
Venue: arXiv cs.IT 2018
Year: 2018

Generalized linear models (GLMs) arise in high-dimensional machine learning, statistics, communications and signal processing. In this paper we analyze GLMs when the data matrix is random, as relevant in problems such as compressed sensing, error-correcting codes or benchmark models in neural networks. We evaluate the mutual information (or "free entropy") from which we deduce the Bayes-optimal estimation and generalization errors. Our analysis applies to the high-dimensional limit where both the number of samples and the dimension are large and their ratio is fixed. Non-rigorous predictions for the optimal errors existed for special cases of GLMs, e.g. for the perceptron, in the field of statistical physics based on the so-called replica method. Our present paper rigorously establishes those decades old conjectures and brings forward their algorithmic interpretation in terms of performance of the generalized approximate message-passing algorithm. Furthermore, we tightly characterize, for many learning problems, regions of parameters for which this algorithm achieves the optimal performance, and locate the associated sharp phase transitions separating learnable and non-learnable regions. We believe that this random version of GLMs can serve as a challenging benchmark for multi-purpose algorithms. This paper is divided in two parts that can be read independently: The first part (main part) presents the model and main results, discusses some applications and sketches the main ideas of the proof. The second part (supplementary informations) is much more detailed and provides more examples as well as all the proofs.
Confluence in Probabilistic Rewriting
Venue: arXiv cs.LO 2018
Year: 2018

Driven by the interest of reasoning about probabilistic programming languages, we set out to study a notion of unicity of normal forms for them. To provide a tractable proof method for it, we define a property of distribution confluence which is shown to imply the desired uniqueness (even for infinite sequences of reduction) and further properties. We then carry over several criteria from the classical case, such as Newman's lemma, to simplify proving confluence in concrete languages. Using these criteria, we obtain simple proofs of confluence for $λ_1$, an affine probabilistic $λ$-calculus, and for Q$^*$, a quantum programming language for which a related property has already been proven in the literature.
Going Deeper with Semantics: Video Activity Interpretation using Semantic Contextualization
Venue: arXiv cs.CV 2018
Year: 2018

A deeper understanding of video activities extends beyond recognition of underlying concepts such as actions and objects: constructing deep semantic representations requires reasoning about the semantic relationships among these concepts, often beyond what is directly observed in the data. To this end, we propose an energy minimization framework that leverages large-scale commonsense knowledge bases, such as ConceptNet, to provide contextual cues to establish semantic relationships among entities directly hypothesized from video signal. We mathematically express this using the language of Grenander's canonical pattern generator theory. We show that the use of prior encoded commonsense knowledge alleviate the need for large annotated training datasets and help tackle imbalance in training through prior knowledge. Using three different publicly available datasets - Charades, Microsoft Visual Description Corpus and Breakfast Actions datasets, we show that the proposed model can generate video interpretations whose quality is better than those reported by state-of-the-art approaches, which have substantial training needs. Through extensive experiments, we show that the use of commonsense knowledge from ConceptNet allows the proposed approach to handle various challenges such as training data imbalance, weak features, and complex semantic relationships and visual scenes.
Estimating Models with High-Order Noise Dynamics Using Semi-Parametric Weighted Null-Space Fitting
Venue: arXiv cs.SY 2018
Year: 2018

Standard system identification methods often provide inconsistent estimates with closed-loop data. With the prediction error method (PEM), this issue is solved by using a noise model that is flexible enough to capture the noise spectrum. However, a too flexible noise model (i.e., too many parameters) increases the model complexity, which can cause additional numerical problems for PEM. In this paper, we consider the weighted null-space fitting (WNSF) method. With this method, the system is first modeled using a non-parametric ARX model, which is then reduced to a parametric model of interest using weighted least squares. In the reduction step, a parametric noise model does not need to be estimated if it is not of interest. Because the flexibility of the noise model is increased with the sample size, this will still provide consistent estimates in closed loop and asymptotically efficient estimates in open loop. In this paper, we prove these results, and we derive the asymptotic covariance for the estimation error obtained in closed loop, which is optimal for an infinite-order noise model. For this purpose, we also derive a new technical result for geometric variance analysis, instrumental to our end. Finally, we perform a simulation study to illustrate the benefits of the method when the noise model cannot be parametrized by a low-order model.
Timed Epistemic Knowledge Bases for Social Networks (Extended Version)
Venue: arXiv cs.LO 2018
Year: 2018

We present an epistemic logic equipped with time-stamps in the atoms and epistemic operators, which allows to reason not only about information available to the different agents, but also about the moments at which events happens and new knowledge is acquired or deduced. Our logic includes both an epistemic operator and a belief operator, which allows to model the disclosure of information that may not be accurate. Our main motivation is to model rich privacy policies in online social networks. Online Social Networks (OSNs) are increasingly used for social interactions in the modern digital era, which bring new challenges and concerns in terms of privacy. Most social networks today offer very limited mechanisms to express the desires of users in terms of how information that affects their privacy is shared. In particular, most current privacy policy formalisms allow only static policies, which are not rich enough to express timed properties like "my location after work should not be disclosed to my boss". The logic we present in this paper enables to express rich properties and policies in terms of the knowledge available to the different users and the precise time of actions and deductions. Our framework can be instantiated for different OSNs, by specifying the effect of the actions in the evolution of the social network and in the knowledge disclosed to each agent. We present an algorithm for deducing knowledge, which can also be instantiated with different variants of how the epistemic information is preserved through time. Our algorithm allows to model not only social networks with eternal information but also networks with ephemeral disclosures. Policies are modelled as formulae in the logic, which are interpreted over timed traces representing the evolution of the social network.
10 simple rules to create a serious game, illustrated with examples from structural biology
Venue: arXiv cs.CY 2018
Year: 2018

Serious scientific games are games whose purpose is not only fun. In the field of science, the serious goals include crucial activities for scientists: outreach, teaching and research. The number of serious games is increasing rapidly, in particular citizen science games, games that allow people to produce and/or analyze scientific data. Interestingly, it is possible to build a set of rules providing a guideline to create or improve serious games. We present arguments gathered from our own experience ( Phylo , DocMolecules , HiRE-RNA contest and Pangu) as well as examples from the growing literature on scientific serious games.
The Complexity of Distributed Edge Coloring with Small Palettes
Venue: arXiv cs.DC 2018
Year: 2018

The complexity of distributed edge coloring depends heavily on the palette size as a function of the maximum degree $Δ$. In this paper we explore the complexity of edge coloring in the LOCAL model in different palette size regimes. 1. We simplify the \emph{round elimination} technique of Brandt et al. and prove that $(2Δ-2)$-edge coloring requires $Ω(\log_Δ\log n)$ time w.h.p. and $Ω(\log_Δn)$ time deterministically, even on trees. The simplified technique is based on two ideas: the notion of an irregular running time and some general observations that transform weak lower bounds into stronger ones. 2. We give a randomized edge coloring algorithm that can use palette sizes as small as $Δ+ \tilde{O}(\sqrtΔ)$, which is a natural barrier for randomized approaches. The running time of the algorithm is at most $O(\logΔ\cdot T_{LLL})$, where $T_{LLL}$ is the complexity of a permissive version of the constructive Lovasz local lemma. 3. We develop a new distributed Lovasz local lemma algorithm for tree-structured dependency graphs, which leads to a $(1+ε)Δ$-edge coloring algorithm for trees running in $O(\log\log n)$ time. This algorithm arises from two new results: a deterministic $O(\log n)$-time LLL algorithm for tree-structured instances, and a randomized $O(\log\log n)$-time graph shattering method for breaking the dependency graph into independent $O(\log n)$-size LLL instances. 4. A natural approach to computing $(Δ+1)$-edge colorings (Vizing's theorem) is to extend partial colorings by iteratively re-coloring parts of the graph. We prove that this approach may be viable, but in the worst case requires recoloring subgraphs of diameter $Ω(Δ\log n)$. This stands in contrast to distributed algorithms for Brooks' theorem, which exploit the existence of $O(\log_Δn)$-length augmenting paths.
Dockerface: an Easy to Install and Use Faster R-CNN Face Detector in a Docker Container
Venue: arXiv cs.CV 2018
Year: 2018

Face detection is a very important task and a necessary pre-processing step for many applications such as facial landmark detection, pose estimation, sentiment analysis and face recognition. Not only is face detection an important pre-processing step in computer vision applications but also in computational psychology, behavioral imaging and other fields where researchers might not be initiated in computer vision frameworks and state-of-the-art detection applications. A large part of existing research that includes face detection as a pre-processing step uses existing out-of-the-box detectors such as the HoG-based dlib and the OpenCV Haar face detector which are no longer state-of-the-art - they are primarily used because of their ease of use and accessibility. We introduce Dockerface, a very accurate Faster R-CNN face detector in a Docker container which requires no training and is easy to install and use.
Artistic style transfer for videos and spherical images
Venue: arXiv cs.CV 2018
Year: 2018

Manually re-drawing an image in a certain artistic style takes a professional artist a long time. Doing this for a video sequence single-handedly is beyond imagination. We present two computational approaches that transfer the style from one image (for example, a painting) to a whole video sequence. In our first approach, we adapt to videos the original image style transfer technique by Gatys et al. based on energy minimization. We introduce new ways of initialization and new loss functions to generate consistent and stable stylized video sequences even in cases with large motion and strong occlusion. Our second approach formulates video stylization as a learning problem. We propose a deep network architecture and training procedures that allow us to stylize arbitrary-length videos in a consistent and stable way, and nearly in real time. We show that the proposed methods clearly outperform simpler baselines both qualitatively and quantitatively. Finally, we propose a way to adapt these approaches also to 360 degree images and videos as they emerge with recent virtual reality hardware.