Airborne laser scanning (ALS) point cloud data are suitable for digital terrain model (DTM) extraction given its high accuracy in elevation. Existing filtering algorithms that eliminate non-ground points mostly depend on terrain feature assumptions or representations; these assumptions result in errors when the scene is complex. This paper proposes a new method for ground point extraction based on deep learning using deep convolutional neural networks (CNN). For every point with spatial context, the neighboring points within a window are extracted and transformed into an image. Then, the classification of a point can be treated as the classification of an image; the point-to-image transformation is carefully crafted by considering the height information in the neighborhood area. After being trained on approximately 17 million labeled ALS points, the deep CNN model can learn how a human operator recognizes a point as a ground point or not. The model performs better than typical existing algorithms in terms of error rate, indicating the significant potential of deep-learning-based methods in feature extraction from a point cloud.
Self-supervised learning shows great potential in monocular depth estimation, using image sequences as the only source of supervision. Although people try to use the high-resolution image for depth estimation, the accuracy of prediction has not been significantly improved. In this work, we find the core reason comes from the inaccurate depth estimation in large gradient regions, making the bilinear interpolation error gradually disappear as the resolution increases. To obtain more accurate depth estimation in large gradient regions, it is necessary to obtain high-resolution features with spatial and semantic information. Therefore, we present an improved DepthNet, HR-Depth, with two effective strategies: (1) re-design the skip-connection in DepthNet to get better high-resolution features and (2) propose feature fusion Squeeze-and-Excitation(fSE) module to fuse feature more efficiently. Using Resnet-18 as the encoder, HR-Depth surpasses all previous state-of-the-art(SoTA) methods with the least parameters at both high and low resolution. Moreover, previous SoTA methods are based on fairly complex and deep networks with a mass of parameters which limits their real applications. Thus we also construct a lightweight network which uses MobileNetV3 as encoder. Experiments show that the lightweight network can perform on par with many large models like Monodepth2 at high-resolution with only20%parameters. All codes and models will be available at https://github.com/shawLyu/HR-Depth.
Character customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This paper proposes a method for automatically creating in-game characters of players according to an input face photo. We formulate the above "artistic creation" process under a facial similarity measurement and parameter searching paradigm by solving an optimization problem over a large set of physically meaningful facial parameters. To effectively minimize the distance between the created face and the real one, two loss functions, i.e. a "discriminative loss" and a "facial content loss", are specifically designed. As the rendering process of a game engine is not differentiable, a generative network is further introduced as an "imitator" to imitate the physical behavior of the game engine so that the proposed method can be implemented under a neural style transfer framework and the parameters can be optimized by gradient descent. Experimental results demonstrate that our method achieves a high degree of generation similarity between the input face photo and the created in-game character in terms of both global appearance and local details. Our method has been deployed in a new game last year and has now been used by players over 1 million times.
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