Institution
Company•Tel Aviv, Israel•
About: Facebook is a company organization based out in Tel Aviv, Israel. It is known for research contribution in the topics: Artificial neural network & Language model. The organization has 7856 authors who have published 10906 publications receiving 570123 citations. The organization is also known as: facebook.com & FB.
Topics: Artificial neural network, Language model, Reinforcement learning, Machine translation, Social network
Papers published on a yearly basis
Papers
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23 Feb 2013TL;DR: Surprisingly, individuals who have lost a job feel greater stress after talking with strong ties, and communication withStrong ties is more predictive of finding employment within three months.
Abstract: Among those who have recently lost a job, social networks in general and online ones in particular may be useful to cope with stress and find new employment. This study focuses on the psychological and practical consequences of Facebook use following job loss. By pairing longitudinal surveys of Facebook users with logs of their online behavior, we examine how communication with different kinds of ties predicts improvements in stress, social support, bridging social capital, and whether they find new jobs. Losing a job is associated with increases in stress, while talking with strong ties is generally associated with improvements in stress and social support. Weak ties do not provide these benefits. Bridging social capital comes from both strong and weak ties. Surprisingly, individuals who have lost a job feel greater stress after talking with strong ties. Contrary to the "strength of weak ties" hypothesis, communication with strong ties is more predictive of finding employment within three months.
191 citations
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TL;DR: Neural rendering as discussed by the authors is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training.
Abstract: Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems.
190 citations
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31 May 2011TL;DR: In this article, a wireless device consisting of an RF interface, logic circuitry, power circuitry, an impedance matching transformer, and a transducer is configured to produce an audio signal based on the output analog signal.
Abstract: A wireless device includes an RF interface, logic circuitry, power circuitry, an impedance matching transformer, and a transducer. The RF interface is configured to receive an RF signal and provide an output data signal derived from the RF signal. The logic circuitry is configured to receive the output data signal and provide an output analog signal. The power circuitry is coupled to the RF interface and configured to provide DC operating power derived from the RF signal to the RF interface and the logic circuitry. The impedance matching transformer has an input coupled to the logic circuitry and an output. The transducer is coupled to the output of the impedance matching transformer and is configured to produce an audio signal based on the output analog signal.
190 citations
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TL;DR: In this paper, an encoder-decoder network is used to transform input images into a 3D volume representation, and a differentiable ray-marching operation is used for end-to-end training.
Abstract: Modeling and rendering of dynamic scenes is challenging, as natural scenes often contain complex phenomena such as thin structures, evolving topology, translucency, scattering, occlusion, and biological motion. Mesh-based reconstruction and tracking often fail in these cases, and other approaches (e.g., light field video) typically rely on constrained viewing conditions, which limit interactivity. We circumvent these difficulties by presenting a learning-based approach to representing dynamic objects inspired by the integral projection model used in tomographic imaging. The approach is supervised directly from 2D images in a multi-view capture setting and does not require explicit reconstruction or tracking of the object. Our method has two primary components: an encoder-decoder network that transforms input images into a 3D volume representation, and a differentiable ray-marching operation that enables end-to-end training. By virtue of its 3D representation, our construction extrapolates better to novel viewpoints compared to screen-space rendering techniques. The encoder-decoder architecture learns a latent representation of a dynamic scene that enables us to produce novel content sequences not seen during training. To overcome memory limitations of voxel-based representations, we learn a dynamic irregular grid structure implemented with a warp field during ray-marching. This structure greatly improves the apparent resolution and reduces grid-like artifacts and jagged motion. Finally, we demonstrate how to incorporate surface-based representations into our volumetric-learning framework for applications where the highest resolution is required, using facial performance capture as a case in point.
189 citations
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04 Feb 2013TL;DR: This work introduces an efficient algorithm, balanced label propagation, for precisely partitioning massive graphs while greedily maximizing edge locality, the number of edges that are assigned to the same shard of a partition.
Abstract: Partitioning graphs at scale is a key challenge for any application that involves distributing a graph across disks, machines, or data centers. Graph partitioning is a very well studied problem with a rich literature, but existing algorithms typically can not scale to billions of edges, or can not provide guarantees about partition sizes.In this work we introduce an efficient algorithm, balanced label propagation, for precisely partitioning massive graphs while greedily maximizing edge locality, the number of edges that are assigned to the same shard of a partition. By combining the computational efficiency of label propagation --- where nodes are iteratively relabeled to the same 'label' as the plurality of their graph neighbors --- with the guarantees of constrained optimization --- guiding the propagation by a linear program constraining the partition sizes --- our algorithm makes it practically possible to partition graphs with billions of edges.Our algorithm is motivated by the challenge of performing graph predictions in a distributed system. Because this requires assigning each node in a graph to a physical machine with memory limitations, it is critically necessary to ensure the resulting partition shards do not overload any single machine.We evaluate our algorithm for its partitioning performance on the Facebook social graph, and also study its performance when partitioning Facebook's 'People You May Know' service (PYMK), the distributed system responsible for the feature extraction and ranking of the friends-of-friends of all active Facebook users. In a live deployment, we observed average query times and average network traffic levels that were 50.5% and 37.1% (respectively) when compared to the previous naive random sharding.
189 citations
Authors
Showing all 7875 results
Name | H-index | Papers | Citations |
---|---|---|---|
Yoshua Bengio | 202 | 1033 | 420313 |
Xiang Zhang | 154 | 1733 | 117576 |
Jitendra Malik | 151 | 493 | 165087 |
Trevor Darrell | 148 | 678 | 181113 |
Christopher D. Manning | 138 | 499 | 147595 |
Robert W. Heath | 128 | 1049 | 73171 |
Pieter Abbeel | 126 | 589 | 70911 |
Yann LeCun | 121 | 369 | 171211 |
Li Fei-Fei | 120 | 420 | 145574 |
Jon Kleinberg | 117 | 444 | 87865 |
Sergey Levine | 115 | 652 | 59769 |
Richard Szeliski | 113 | 359 | 72019 |
Sanjeev Kumar | 113 | 1325 | 54386 |
Bruce Neal | 108 | 561 | 87213 |
Larry S. Davis | 107 | 693 | 49714 |