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SoccerNet 2026 Player-Centric Ball-Action Spotting:Retraining and Post-Processing Extensions to the FOOTPASS Baselines

arXiv:2606.09679v1 Announce Type: new Abstract: We describe our system for the SoccerNet 2026 Player-Centric Ball-Action Spotting Challenge, which requires predicting who performs which action and when, across eight classes in broadcast soccer. Building on the three FOOTPASS baselines [1] (TAAD, TAAD+GNN, and TAAD+DST), we contribute four extensions: (1) gradient check pointing to enable full-backbone fine-tuning on a single GPU; (2) fusion of GNN logits into the DST encoder, combining...

arXiv CS 1d ago

PolyBuild: An End-to-End Method for Polygonal Building Contour Extraction from High-Resolution Remote Sensing Images

arXiv:2606.08920v1 Announce Type: new Abstract: Extracting building polygon contours from high-resolution remote sensing images is a fundamental task for various mapping applications. However, the presence of varying imaging conditions and complex building structures, makes automatic contour extraction extremely challenging. Mainstream approaches for building extraction often rely on pixel-level segmentation followed by multiple post-processing steps to produce building contour, which can be...

arXiv CS 1d ago

Replicable Simulation-Based Robot Validation through Provenance

arXiv:2605.29973v2 Announce Type: replace Abstract: Robot behavior is often validated through simulation-based testing, yet the replicability of such campaigns depends critically on transparent documentation of how tests are configured, executed, and post-processed. We argue that data provenance, coupled with the FAIR principles (findability, accessibility, interoperability, and reusability), addresses this gap by explicitly tracking links between artifacts and by attaching machine-readable...

arXiv CS 8d ago

ExMesh: EXplicit Mesh Reconstruction with Topology Adaptation

arXiv:2606.07288v1 Announce Type: new Abstract: Reconstructing surface meshes from multi-view images has remained a core challenge in recent years. Most existing methods, whether implicit or explicit, depend on intermediate representations and post-processing steps like Marching Cubes or TSDF fusion, often resulting in artifacts and fragmented geometry. Directly optimizing explicit meshes is a promising approach.

arXiv CS 2d ago

SDTrack: A Baseline for Event-based Tracking via Spiking Neural Networks

Announce Type: replace Abstract: Event cameras provide superior temporal resolution, dynamic range, energy efficiency, and pixel bandwidth. Spiking Neural Networks (SNNs) naturally complement event data through discrete spike signals, making them ideal for event-based tracking. However, current approaches combining Artificial Neural Networks (ANNs) and SNNs suffer from suboptimal architectures that compromise energy efficiency and limit tracking performance.

arXiv CS 1d ago

OASIS: From Simulation Data Collection to Real-World Humanoid Loco-Manipulation

arXiv:2606.08548v1 Announce Type: new Abstract: Recent progress in robot manipulation has been largely driven by learning from large-scale demonstrations. For humanoid robot loco-manipulation tasks, however, existing data sources force an unsatisfying tradeoff between trajectory quality and scalability.

arXiv CS 1d ago

Power System Robust State Estimation As a Layer: An Optimization-embedded End-to-end Learning Approach

Announce Type: replace Abstract: Serving as an essential prerequisite for modern power system operation, robust state estimation (RSE) could effectively resist noises and outliers in measurements. The emerging neural network (NN) based end-to-end (E2E) learning framework enables real-time application of RSE but potentially yields solutions that are statistically accurate yet physically inconsistent. To bridge this gap, this work proposes a novel E2E learning based RSE framework, where the...

arXiv CS 1d ago

HiERO-StepG @ Ego4D Step Grounding Challenge: hierarchical activity understanding enables zero-shot step grounding

arXiv:2605.31227v1 Announce Type: new Abstract: Procedural activities follow well-defined structures: whether we consider a cooking recipe or a mechanic repairing a car, these activities naturally decompose in a hierarchy of steps and sub-steps. Traditional approaches for step grounding require extensive annotations and scale poorly. Instead, we argue that such hierarchical structure can emerge naturally from uncurated videos of human activities through recurring patterns of co-occurring...

arXiv CS 9d ago

Gooey: A GPU-accelerated UI framework for Zig

A GPU-accelerated UI framework for Zig, targeting macOS (Metal), Linux (Vulkan/Wayland), and Browser (WASM/WebGPU). Join the Gooey discord Early Development: API is evolving. Example app built with Gooey — chat-zig, an Anthropic Claude client using the Zig 0.16 std.

Hacker News 6d ago