Current algorithmic approaches for piecewise affine motion estimation are based on alternating motion segmentation and estimation. We propose a new method to estimate piecewise affine motion fields directly without intermediate segmentation. To this end, we reformulate the problem by imposing piecewise constancy of the parameter field, and derive a specific proximal splitting optimization scheme. A key component of our framework is an efficient 1D piecewise-affine estimator for vector-valued signals. The first advantage of our approach over segmentation-based methods is its absence of initialization. The second advantage is its lower computational cost, which is independent of the complexity of the motion field. In addition to these features, we demonstrate competitive accuracy with other piecewise-parametric methods on standard evaluation benchmarks. Our new regularization scheme also outperforms the more standard use of total variation and total generalized variation.
Most of the computational effort is spent on the image-partitioning problem. The earliest works retain at most five regions to make the problem tractable . More recently, the layered approach handles a larger number of regions but requires several hours of computation, and the primal dual approach can take up to one hour despite a GPU implementation. The method proposed in @cite_36 achieves around fifteen minutes for @math image, with a graph cut minimization approach.
@cite_36
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Vision tasks, such as segmentation, grouping, recognition, can be formulated as graph partition problems. The recent literature witnessed two popular graph cut algorithms: the Ncut using spectral graph analysis and the minimum-cut using the maximum flow algorithm. We present a third major approach by generalizing the Swendsen-Wang method - a well celebrated algorithm in statistical mechanics. Our algorithm simulates ergodic, reversible Markov chain jumps in the space of graph partitions to sample a posterior probability. At each step, the algorithm splits, merges, or regroups a sizable subgraph, and achieves fast mixing at low temperature enabling a fast annealing procedure. Experiments show it converges in 2-30 seconds on a PC for image segmentation. This is 400 times faster than the single-site update Gibbs sampler, and 20-40 times faster than the DDMCMC algorithm. The algorithm can optimize over the number of models and works for general forms of posterior probabilities, so it is more general than the existing graph cut approaches. This paper presents a volumetric formulation for the multiview stereo problem which is amenable to a computationally tractable global optimization using Graph-cuts. Our approach is to seek the optimal partitioning of 3D space into two regions labeled as "object" and "empty" under a cost functional consisting of the following two terms: 1) A term that forces the boundary between the two regions to pass through photo-consistent locations; and 2) a ballooning term that inflates the "object" region. To take account of the effect of occlusion on the first term, we use an occlusion robust photo-consistency metric based on normalized cross correlation, which does not assume any geometric knowledge about the reconstructed object. The globally optimal 3D partitioning can be obtained as the minimum cut solution of a weighted graph. The heavy-tailed distribution of gradients in natural scenes have proven effective priors for a range of problems such as denoising, deblurring and super-resolution. These distributions are well modeled by a hyper-Laplacian (p(x) ∝ e-k|x|α ), typically with 0.5 ≤ α ≤ 0.8. However, the use of sparse distributions makes the problem non-convex and impractically slow to solve for multi-megapixel images. In this paper we describe a deconvolution approach that is several orders of magnitude faster than existing techniques that use hyper-Laplacian priors. We adopt an alternating minimization scheme where one of the two phases is a non-convex problem that is separable over pixels. This per-pixel sub-problem may be solved with a lookup table (LUT). Alternatively, for two specific values of α, 1 2 and 2 3 an analytic solution can be found, by finding the roots of a cubic and quartic polynomial, respectively. Our approach (using either LUTs or analytic formulae) is able to deconvolve a 1 megapixel image in less than 3 seconds, achieving comparable quality to existing methods such as iteratively reweighted least squares (IRLS) that take 20 minutes. Furthermore, our method is quite general and can easily be extended to related image processing problems, beyond the deconvolution application demonstrated. This study explores the use of the graphics processing units (GPUs) for performing the two-dimensional discrete wavelet transform (DWT) of images. The study of fast wavelet transforms has been driven both by the enormous volumes of data produced by modern cameras and by the need for real-time processing of these data. With the emergence of general computing on GPUs, many time-consuming applications have started to reap the associated benefits. In the implementation of a GPU-based DWT, two approaches are used according to the published works, which are the row-column (RC) approach and the block-based (BB) approach. Most state-of-the-art techniques are based on the RC approach, which utilises the parallelism between different rows and columns; few works are based on the BB approach, which explores the parallelism between different blocks of the image. Although easy to implement, resource usage of the RC approach is usually related to the image size. Another shortcoming of the RC approach lies in the fact, according to the author's analysis, that more global memory access is required. The authors thus select the BB approach in this study. Experiment results show that the proposed BB approach outperforms the RC approach, being 99× faster than a native CPU implementation for 4096 × 4096 images. We propose a new first-order splitting algorithm for solving jointly the primal and dual formulations of large-scale convex minimization problems involving the sum of a smooth function with Lipschitzian gradient, a nonsmooth proximable function, and linear composite functions. This is a full splitting approach, in the sense that the gradient and the linear operators involved are applied explicitly without any inversion, while the nonsmooth functions are processed individually via their proximity operators. This work brings together and notably extends several classical splitting schemes, like the forward–backward and Douglas–Rachford methods, as well as the recent primal–dual method of Chambolle and Pock designed for problems with linear composite terms. Many database management systems support whole-image matching. However, users may only remember certain subregions of the images. In this paper, we develop Padding and Reduction Algorithms to support subimage queries of arbitrary size based on local color information. The idea is to estimate the best- case lower bound to the dissimilarity measure between the query and the image. By making use of multiresolution representation, this lower bound becomes tighter as the scale becomes finer. Because image contents are usually pre- extracted and stored, a key issue is how to determine the number of levels used in the representation. We address this issue analytically by estimating the CPU and I O costs, and experimentally by comparing the performance and accuracy of the outcomes of various filtering schemes. Our findings suggest that a 3-level hierarchy is preferred. We also study three strategies for searching multiple resolutions. Our studies indicate that the hybrid strategy with horizontal filtering on the coarse level and vertical filtering on remaining levels is the best choice when using Padding and Reduction Algorithms in the preferred 3-level multiresolution representation. The best 10 desired images can be retrieved efficiently and effectively from a collection of a thousand images in about 3.5 seconds.© (1997) COPYRIGHT SPIE--The International Society for Optical Engineering. Downloading of the abstract is permitted for personal use only. In this work we show that randomized (block) coordinate descent methods can be accelerated by parallelization when applied to the problem of minimizing the sum of a partially separable smooth convex function and a simple separable convex function. The theoretical speedup, as compared to the serial method, and referring to the number of iterations needed to approximately solve the problem with high probability, is a simple expression depending on the number of parallel processors and a natural and easily computable measure of separability of the smooth component of the objective function. In the worst case, when no degree of separability is present, there may be no speedup; in the best case, when the problem is separable, the speedup is equal to the number of processors. Our analysis also works in the mode when the number of blocks being updated at each iteration is random, which allows for modeling situations with busy or unreliable processors. We show that our algorithm is able to solve a LASSO problem involving a matrix with 20 billion nonzeros in 2 hours on a large memory node with 24 cores. In this paper, we present and study a class of graph partitioning algorithms that reduces the size of the graph by collapsing vertices and edges, we find ak-way partitioning of the smaller graph, and then we uncoarsen and refine it to construct ak-way partitioning for the original graph. These algorithms compute ak-way partitioning of a graphG= (V,E) inO(|E|) time, which is faster by a factor ofO(logk) than previously proposed multilevel recursive bisection algorithms. A key contribution of our work is in finding a high-quality and computationally inexpensive refinement algorithm that can improve upon an initialk-way partitioning. We also study the effectiveness of the overall scheme for a variety of coarsening schemes. We present experimental results on a large number of graphs arising in various domains including finite element methods, linear programming, VLSI, and transportation. Our experiments show that this new scheme produces partitions that are of comparable or better quality than those produced by the multilevel bisection algorithm and requires substantially smaller time. Graphs containing up to 450,000 vertices and 3,300,000 edges can be partitioned in 256 domains in less than 40 s on a workstation such as SGI's Challenge. Compared with the widely used multilevel spectral bisection algorithm, our new algorithm is usually two orders of magnitude faster and produces partitions with substantially smaller edge-cut. We propose a deep feed-forward neural network architecture for pixel-wise semantic scene labeling. It uses a novel recursive neural network architecture for context propagation, referred to as rCPN. It first maps the local visual features into a semantic space followed by a bottom-up aggregation of local information into a global representation of the entire image. Then a top-down propagation of the aggregated information takes place that enhances the contextual information of each local feature. Therefore, the information from every location in the image is propagated to every other location. Experimental results on Stanford background and SIFT Flow datasets show that the proposed method outperforms previous approaches. It is also orders of magnitude faster than previous methods and takes only 0.07 seconds on a GPU for pixel-wise labeling of a 256 x 256 image starting from raw RGB pixel values, given the super-pixel mask that takes an additional 0.3 seconds using an off-the-shelf implementation. We present a Multi View Stereo approach for huge unstructured image datasets that can deal with large variations in surface sampling rate of single images. Our method reconstructs surface parts always in the best available resolution. It considers scaling not only for large scale differences, but also between arbitrary small ones for a weighted merging of the best partial reconstructions. We create depth maps with our GPU based depth map algorithm, that also performs normal optimization. It matches several images that are found with a heuristic image selection method, to a reference image. We remove outliers by comparing depth maps against each other with a fast but reliable GPU approach. Then, we merge the different reconstructions from depth maps in 3D space by selecting the best points and optimizing them with not selected points. Finally, we create the surface by using a Delaunay graph cut. We present a viewpoint-based approach for the quick fusion of multiple stereo depth maps. Our method selects depth estimates for each pixel that minimize violations of visibility constraints and thus remove errors and inconsistencies from the depth maps to produce a consistent surface. We advocate a two-stage process in which the first stage generates potentially noisy, overlapping depth maps from a set of calibrated images and the second stage fuses these depth maps to obtain an integrated surface with higher accuracy, suppressed noise, and reduced redundancy. We show that by dividing the processing into two stages we are able to achieve a very high throughput because we are able to use a computationally cheap stereo algorithm and because this architecture is amenable to hardware-accelerated (GPU) implementations. A rigorous formulation based on the notion of stability of a depth estimate is presented first. It aims to determine the validity of a depth estimate by rendering multiple depth maps into the reference view as well as rendering the reference depth map into the other views in order to detect occlusions and free- space violations. We also present an approximate alternative formulation that selects and validates only one hypothesis based on confidence. Both formulations enable us to perform video-based reconstruction at up to 25 frames per second. We show results on the multi-view stereo evaluation benchmark datasets and several outdoors video sequences. Extensive quantitative analysis is performed using an accurately surveyed model of a real building as ground truth. In this paper, a full realization of the higher order method of moments (HMoM) with a parallel out-of-core LU solver on GPU CPU platform is presented in detail, mainly including three parts: In the first part, both global-auxiliary table and local-auxiliary table are introduced for reducing a lot of tedious and repetitive calculations, and then a realization for GPU-oriented programming is proposed and optimized. In the second part, an overlapped grouping of all the curved quadrilaterals is proposed. With this scheme, all the submatrices can be efficiently generated one by one without wasting any calculations with the help of both the video memory and the host memory. In the third part, a GPU-based out-of-core algorithm for LU decomposition is proposed and further developed into a hybrid GPU CPU algorithm. Numerical examples are provided to test the robustness of the proposed algorithm by comparison with the measurement and or the traditional MoM with RWG basis functions, and to demonstrate the overall performance of the proposed algorithm by comparison with the existing algorithm for dealing with similar problems. The speedup ratio of the proposed algorithm for generating the HMoM matrix can achieve about from 7 to 12 compared with the GPU-based algorithm in literatures. Also compared with the 8-threaded CPU-based algorithm, the speedup ratio of the proposed algorithm for LU decomposition can exceed 13 for the single precision case and 7 for the double precision case. Many computer vision applications rely on the efficient optimization of challenging, so-called non-submodular, binary pairwise MRFs. A promising graph cut based approach for optimizing such MRFs known as "roof duality" was recently introduced into computer vision. We study two methods which extend this approach. First, we discuss an efficient implementation of the "probing" technique introduced recently by (2006). It simplifies the MRF while preserving the global optimum. Our code is 400-700 faster on some graphs than the implementation of the work of (2006). Second, we present a new technique which takes an arbitrary input labeling and tries to improve its energy. We give theoretical characterizations of local minima of this procedure. We applied both techniques to many applications, including image segmentation, new view synthesis, super-resolution, diagram recognition, parameter learning, texture restoration, and image deconvolution. For several applications we see that we are able to find the global minimum very efficiently, and considerably outperform the original roof duality approach. In comparison to existing techniques, such as graph cut, TRW, BP, ICM, and simulated annealing, we nearly always find a lower energy. This paper gives an approach to implementing a second-order primal-dual interior point method. It uses a Taylor polynomial of second order to approximate a primal-dual trajectory. The computations for the second derivative are combined with the computations for the centering direction. Computations in this approach do not require that primal and dual solutions be feasible. Expressions are given to compute all the higher-order derivatives of the trajectory of interest. The implementation ensures that a suitable potential function is reduced by a constant amount at each iteration.There are several salient features of this approach. An adaptive heuristic for estimating the centering parameter is given. The approach used to compute the step length is also adaptive. A new practical approach to compute the starting point is given. This approach treats primal and dual problems symmetrically.Computational results on a subset of problems available from netlib are given. On mutually tested problems the results show... Geometric partitioning is fast and effective for load-balancing dynamic applications, particularly those requiring geometric locality of data (particle methods, crash simulations). We present, to our knowledge, the first parallel implementation of a multidimensional-jagged geometric partitioner. In contrast to the traditional recursive coordinate bisection algorithm (RCB), which recursively bisects subdomains perpendicular to their longest dimension until the desired number of parts is obtained, our algorithm does recursive multi-section with a given number of parts in each dimension. By computing multiple cut lines concurrently and intelligently deciding when to migrate data while computing the partition, we minimize data movement compared to efficient implementations of recursive bisection. We demonstrate the algorithm’s scalability and quality relative to the RCB implementation in Zoltan on both real and synthetic datasets. Our experiments show that the proposed algorithm performs and scales better than RCB in terms of run-time without degrading the load balance. Our implementation partitions 24 billion points into 65,536 parts within a few seconds and exhibits near perfect weak scaling up to 6K cores. Graph partitioning is one of the most studied NP-complete problems. Given a graph G=(V, E) , the task is to partition the vertex set V into k disjoint subsets of about the same size, such that the number of edges with endpoints in different subsets is minimized. In this paper, we present a highly effective multilevel memetic algorithm, which integrates a new multiparent crossover operator and a powerful perturbation-based tabu search algorithm. The proposed crossover operator tends to preserve the backbone with respect to a certain number of parent individuals, i.e., the grouping of vertices which is common to all parent individuals. Extensive experimental studies on numerous benchmark instances from the graph partitioning archive show that the proposed approach, within a time limit ranging from several minutes to several hours, performs far better than any of the existing graph partitioning algorithms in terms of solution quality. We present a brute-force approach for finding k-nearest neighbors on the GPU for many queries in parallel. Our program takes advantage of recent advances in fundamental GPU computing primitives. We modify a matrix multiplication subroutine in MAGMA libraryi¾?[6] to calculate the squared Euclidean distances between queries and references. The nearest neighbors selection is accomplished by a truncated merge sort built on top of sorting and merging functions in the Modern GPU libraryi¾?[3]. Compared to state-of-the-art approaches, our program is faster and it handles larger inputs. For instance, we can find 1000 nearest neighbors among 1 million 64-dimensional reference points at a rate of about 435 queries per second. We study the approximability of multiway partitioning problems, examples of which include Multiway Cut, Node-weighted Multiway Cut, and Hypergraph Multiway Cut. We investigate these problems from the point of view of two possible generalizations: as Min-CSPs, and as Submodular Multiway Partition problems. These two generalizations lead to two natural relaxations that we call respectively the Local Distribution LP, and the Lovasz relaxation. The Local Distribution LP is generally stronger than the Lovasz relaxation, but applicable only to Min-CSP with predicates of constant size. The relaxations coincide in some cases such as Multiway Cut where they are both equivalent to the CKR relaxation. We show that the Lovasz relaxation gives a (2--2 k)-approximation for Submodular Multiway Partition with k terminals, improving a recent 2-approximation [2]. We prove that this factor is optimal in two senses: (1) A (2--2 k -- e)-approximation for Submodular Multiway Partition with k terminals would require exponentially many value queries (in the oracle model), or imply NP = RP (for certain explicit submodular functions). (2) For Hypergraph Multiway Cut and Node-weighted Multiway Cut with k terminals, both special cases of Submodular Multiway Partition, we prove that a (2--2 k -- e)-approximation is NP-hard, assuming the Unique Games Conjecture. Both our hardness results are more general: (1) We show that the notion of symmetry gap, previously used for submodular maximization problems [19, 6], also implies hardness results for submodular minimization problems. (2) Assuming the Unique Games Conjecture, we show that the Local Distribution LP gives an optimal approximation for every Min-CSP that includes the Not-Equal predicate. Finally, we connect the two hardness techniques by proving that the integrality gap of the Local Distribution LP coincides with the symmetry gap of the multilinear relaxation (for a related instance). This shows that the appearance of the same hardness threshold for a Min-CSP and the related submodular minimization problem is not a coincidence. We present a technique for significantly speeding up Alternating Least Squares (ALS) and Gradient Descent (GD), two widely used algorithms for tensor factorization. By exploiting properties of the Khatri-Rao product, we show how to efficiently address a computationally challenging sub-step of both algorithms. Our algorithm, DFacTo, only requires two sparse matrix-vector products and is easy to parallelize. DFacTo is not only scalable but also on average 4 to 10 times faster than competing algorithms on a variety of datasets. For instance, DFacTo only takes 480 seconds on 4 machines to perform one iteration of the ALS algorithm and 1,143 seconds to perform one iteration of the GD algorithm on a 6.5 million x 2.5 million x 1.5 million dimensional tensor with 1.2 billion non-zero entries. We propose a simple two-step approach for speeding up convolution layers within large convolutional neural networks based on tensor decomposition and discriminative fine-tuning. Given a layer, we use non-linear least squares to compute a low-rank CP-decomposition of the 4D convolution kernel tensor into a sum of a small number of rank-one tensors. At the second step, this decomposition is used to replace the original convolutional layer with a sequence of four convolutional layers with small kernels. After such replacement, the entire network is fine-tuned on the training data using standard backpropagation process. We evaluate this approach on two CNNs and show that it is competitive with previous approaches, leading to higher obtained CPU speedups at the cost of lower accuracy drops for the smaller of the two networks. Thus, for the 36-class character classification CNN, our approach obtains a 8.5x CPU speedup of the whole network with only minor accuracy drop (1 from 91 to 90 ). For the standard ImageNet architecture (AlexNet), the approach speeds up the second convolution layer by a factor of 4x at the cost of @math increase of the overall top-5 classification error.