Guillaume Berger's scientific contributions

Publications (8)

Preprint
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Real-time rendering for video games has become increasingly challenging due to the need for higher resolutions, framerates and photorealism. Supersampling has emerged as an effective solution to address this challenge. Our work introduces a novel neural algorithm for supersampling rendered content that is 4 times more efficient than existing method...
Preprint
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End-to-end learning has taken hold of many computer vision tasks, in particular, related to still images, with task-specific optimization yielding very strong performance. Nevertheless, human-centric action recognition is still largely dominated by hand-crafted pipelines, and only individual components are replaced by neural networks that typically...
Preprint
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In this work, we present QuickSRNet, an efficient super-resolution architecture for real-time applications on mobile platforms. Super-resolution clarifies, sharpens, and upscales an image to higher resolution. Applications such as gaming and video playback along with the ever-improving display capabilities of TVs, smartphones, and VR headsets are d...
Preprint
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We describe a DNN for fine-grained action classification and video captioning. It gives state-of-the-art performance on the challenging Something-Something dataset, with over 220, 000 videos and 174 fine-grained actions. Classification and captioning on this dataset are challenging because of the subtle differences between actions, the use of thous...
Article
Gatys et al. (2015) showed that pair-wise products of features in a convolutional network are a very effective representation of image textures. We propose a simple modification to that representation which makes it possible to incorporate long-range structure into image generation, and to render images that satisfy various symmetry constraints. We...

Citations

... Among them, the EgoGesture [47] dataset is a large-scale gesture recognition dataset, including 2,081 long videos recorded by head-mounted cameras, and each video contains approximately ten gestures. The Jester [48] dataset is a large third-party gesture recognition dataset with 148,092 videos collected in 27 categories. The Something-Something V2 [49] dataset is a large-scale action recognition dataset, including 174 common human actions, divided into 168,913 training samples. ...
... Subsequent algorithms have sought to address these shortcomings. Berger and Memisevic [14] improved upon Gatys' method by incorporating Markov structures into high-level features, enabling the generation of images that exhibit long-term consistency, suitable for generating textures with global symmetry and transforming image seasons. Risser et al. [15] discovered that the instability of Gram matrices primarily arises from their inability to capture the distribution information of image features. ...