BeNeRF: Neural Radiance Fields from a Single Blurry Image and Event StreamWenpu Li, Pian Wan, Peng Wang et al.
Neural implicit representation of visual scenes has attracted a lot of attention in recent research of computer vision and graphics. Most prior methods focus on how to reconstruct 3D scene representation from a set of images. In this work, we demonstrate the possibility to recover the neural radiance fields (NeRF) from a single blurry image and its corresponding event stream. We model the camera motion with a cubic B-Spline in SE(3) space. Both the blurry image and the brightness change within a time interval, can then be synthesized from the 3D scene representation given the 6-DoF poses interpolated from the cubic B-Spline. Our method can jointly learn both the implicit neural scene representation and recover the camera motion by minimizing the differences between the synthesized data and the real measurements without pre-computed camera poses from COLMAP. We evaluate the proposed method with both synthetic and real datasets. The experimental results demonstrate that we are able to render view-consistent latent sharp images from the learned NeRF and bring a blurry image alive in high quality. Code and data are available at https://github.com/wu-cvgl/BeNeRF.
6.3CLAug 18, 2023
Tree-of-Mixed-Thought: Combining Fast and Slow Thinking for Multi-hop Visual ReasoningPengbo Hu, Ji Qi, Xingyu Li et al.
There emerges a promising trend of using large language models (LLMs) to generate code-like plans for complex inference tasks such as visual reasoning. This paradigm, known as LLM-based planning, provides flexibility in problem solving and endows better interpretability. However, current research is mostly limited to basic scenarios of simple questions that can be straightforward answered in a few inference steps. Planning for the more challenging multi-hop visual reasoning tasks remains under-explored. Specifically, under multi-hop reasoning situations, the trade-off between accuracy and the complexity of plan-searching becomes prominent. The prevailing algorithms either address the efficiency issue by employing the fast one-stop generation or adopt a complex iterative generation method to improve accuracy. Both fail to balance the need for efficiency and performance. Drawing inspiration from the dual system of cognition in the human brain, the fast and the slow think processes, we propose a hierarchical plan-searching algorithm that integrates the one-stop reasoning (fast) and the Tree-of-thought (slow). Our approach succeeds in performance while significantly saving inference steps. Moreover, we repurpose the PTR and the CLEVER datasets, developing a systematic framework for evaluating the performance and efficiency of LLMs-based plan-search algorithms under reasoning tasks at different levels of difficulty. Extensive experiments demonstrate the superiority of our proposed algorithm in terms of performance and efficiency. The dataset and code will be release soon.
3.2AISep 3, 2013
Majority Rule for Belief Evolution in Social NetworksYi Zhou
In this paper, we study how an agent's belief is affected by her neighbors in a social network. We first introduce a general framework, where every agent has an initial belief on a statement, and updates her belief according to her and her neighbors' current beliefs under some belief evolution functions, which, arguably, should satisfy some basic properties. Then, we focus on the majority rule belief evolution function, that is, an agent will (dis)believe the statement iff more than half of her neighbors (dis)believe it. We consider some fundamental issues about majority rule belief evolution, for instance, whether the belief evolution process will eventually converge. The answer is no in general. However, for random asynchronous belief evolution, this is indeed the case.