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<rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:media="http://search.yahoo.com/mrss/" version="2.0"><channel><title>FunnyWii's Zone</title><link>http://funnywii.com</link><atom:link href="http://funnywii.com/feed.xml" rel="self" type="application/rss+xml"/><description>时日曷丧，与汝偕亡</description><generator>Halo v2.25.4</generator><language>zh-cn</language><image><url>http://funnywii.com/upload/avatar.gif</url><title>FunnyWii's Zone</title><link>http://funnywii.com</link></image><lastBuildDate>Thu, 8 Oct 2026 16:26:18 GMT</lastBuildDate><item><title><![CDATA[【重读经典】BEVDepth: Acquisition of Reliable Depth for Multi-view 3D Object Detection]]></title><link>http://funnywii.com/archives/1790068430241</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%91BEVDepth%3A%20Acquisition%20of%20Reliable%20Depth%20for%20Multi-view%203D%20Object%20Detection&amp;url=/archives/1790068430241" width="1" height="1" alt="" style="opacity:0;">BEVDepth 建立在 LSS 的 view transformation 上。 对每个相机特征 F_{2d}\in \mathbb R^{C_F\times H\times W} 对每个相机的每个像素，BEVDepth 预测了一个离散深度分布（和 LSS 一样）： D_{\text{pred}}]]></description><guid isPermaLink="false">/archives/1790068430241</guid><dc:creator>FunnyWii</dc:creator><category>视觉</category><category>算法</category><pubDate>Wed, 23 Sep 2026 07:34:12 GMT</pubDate></item><item><title><![CDATA[【论文精读】Efficient and Robust 2D-to-BEV Representation Learning via Geometry-guided Kernel Transformer]]></title><link>http://funnywii.com/archives/1787628221087</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E8%AE%BA%E6%96%87%E7%B2%BE%E8%AF%BB%E3%80%91Efficient%20and%20Robust%202D-to-BEV%20Representation%20Learning%20via%20Geometry-guided%20Kernel%20Transformer&amp;url=/archives/1787628221087" width="1" height="1" alt="" style="opacity:0;">这篇论文提出的 GKT (Geometry-guided Kernel Transformer)，一种利用粗几何投影把注意力限制在局部图像区域，然后通过 LUT 加速的 BEV 方法。 我认为 GKT 是在 BEV 范式下，针对图像分支的 LSS 深度估计方法做出的一项工程加速优化方案。 2D BE]]></description><guid isPermaLink="false">/archives/1787628221087</guid><dc:creator>FunnyWii</dc:creator><category>AI</category><category>视觉</category><category>算法</category><pubDate>Tue, 25 Aug 2026 10:20:02 GMT</pubDate></item><item><title><![CDATA[Vision Language Models - VLM]]></title><link>http://funnywii.com/archives/1785399963997</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=Vision%20Language%20Models%20-%20VLM&amp;url=/archives/1785399963997" width="1" height="1" alt="" style="opacity:0;">VLM（Vision-Language Model，视觉语言模型） 是一类能够同时理解、处理和生成图像与文本的多模态人工智能模型。 VLM 打破了计算机视觉（CV）和自然语言处理（NLP）之间的壁垒。 视觉感知的范式演进 传统机器学习：使用手工特征（SIFT、HOG）和浅层分类器（SVM）。任务形式]]></description><guid isPermaLink="false">/archives/1785399963997</guid><dc:creator>FunnyWii</dc:creator><category>AI</category><category>视觉</category><category>算法</category><pubDate>Thu, 30 Jul 2026 13:08:15 GMT</pubDate></item><item><title><![CDATA[【论文阅读】Stereo Anything ]]></title><link>http://funnywii.com/archives/1783674495655</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E8%AE%BA%E6%96%87%E9%98%85%E8%AF%BB%E3%80%91Stereo%20Anything%20&amp;url=/archives/1783674495655" width="1" height="1" alt="" style="opacity:0;">Stereo Match 立体匹配是 3D 视觉的基石，目的是通过图像间的像素级对应关系来恢复深度信息。 在零样本和少样本的情况下，深度神经网络在部署阶段会出现明显的性能下降，因为我们不可能 Annotate Anything。 Stereo Anything：基于大规模混合数据的统一零样本立体匹配]]></description><guid isPermaLink="false">/archives/1783674495655</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FStereoAnything.webp&amp;size=m" type="image/jpeg" length="0"/><category>视觉</category><category>算法</category><pubDate>Tue, 14 Jul 2026 07:57:34 GMT</pubDate></item><item><title><![CDATA[Orin AGX使用NVME的SSD刷机]]></title><link>http://funnywii.com/archives/1784001941712</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=Orin%20AGX%E4%BD%BF%E7%94%A8NVME%E7%9A%84SSD%E5%88%B7%E6%9C%BA&amp;url=/archives/1784001941712" width="1" height="1" alt="" style="opacity:0;">重新安装系统 本文档使用命令行方式刷机。 官方教程地址： Quick Start — NVIDIA Jetson Linux Developer Guide 刷机工具下载地址，L4T 版本为 36.4.4，需下载 Driver Package (BSP)和 Sample Root Filesyste]]></description><guid isPermaLink="false">/archives/1784001941712</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FBrun%2520AGX%2520on%2520SSD.webp&amp;size=m" type="image/jpeg" length="0"/><category>操作系统</category><pubDate>Tue, 14 Jul 2026 04:10:46 GMT</pubDate></item><item><title><![CDATA[【重读经典】YOLO的进化之路（下）]]></title><link>http://funnywii.com/archives/1782545300656</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%91YOLO%E7%9A%84%E8%BF%9B%E5%8C%96%E4%B9%8B%E8%B7%AF%EF%BC%88%E4%B8%8B%EF%BC%89&amp;url=/archives/1782545300656" width="1" height="1" alt="" style="opacity:0;">YOLOv9 和 YOLOv4/v7 一脉相承的作品，但是 Anchor-Free。 PGI 可编程梯度信息 全称 Programmable Gradient Information，这是一个辅助监督框架，目的是解决深度网络逐层传播的信息损失问题。 PGI 包含 3 个主要组件：主分支，辅助可逆分支]]></description><guid isPermaLink="false">/archives/1782545300656</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FThe%2520Evolution%2520of%2520YOLO3.webp&amp;size=m" type="image/jpeg" length="0"/><category>AI</category><category>视觉</category><category>算法</category><pubDate>Mon, 29 Jun 2026 09:53:35 GMT</pubDate></item><item><title><![CDATA[【重读经典】YOLO的进化之路（中）]]></title><link>http://funnywii.com/archives/1782200880854</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%91YOLO%E7%9A%84%E8%BF%9B%E5%8C%96%E4%B9%8B%E8%B7%AF%EF%BC%88%E4%B8%AD%EF%BC%89&amp;url=/archives/1782200880854" width="1" height="1" alt="" style="opacity:0;">没想到 YOLOv1 到 YOLOv4 就已经写了快 20000 字…… 编辑页面卡的不行，我不得不分几篇写完。YOLOv1 到 YOLO 26一共 12 篇，正好分上中下三篇。 YOLOv5 重量级来了，Ultralytics 闪亮登场了。第一个没有论文的 YOLO 正式版本，但它成为了工业界的事]]></description><guid isPermaLink="false">/archives/1782200880854</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FThe%2520Evolution%2520of%2520YOLO2.webp&amp;size=m" type="image/jpeg" length="0"/><category>AI</category><category>视觉</category><category>算法</category><pubDate>Tue, 23 Jun 2026 13:00:55 GMT</pubDate></item><item><title><![CDATA[【重读经典】YOLO的进化之路（上）]]></title><link>http://funnywii.com/archives/1781091579555</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%91YOLO%E7%9A%84%E8%BF%9B%E5%8C%96%E4%B9%8B%E8%B7%AF%EF%BC%88%E4%B8%8A%EF%BC%89&amp;url=/archives/1781091579555" width="1" height="1" alt="" style="opacity:0;">自 2016 年 YOLOv1 发布至今的十年里，YOLO 的核心版本已一路演进到了 v26——不过这其中包含了一次版本大跳跃：官方为了统一命名规范，直接跳过了 v13 到 v25。 回想起我使用 YOLO 的历程：从只会用官方的 COCO 数据集训练，到使用 MMLab 的各种训练框架，再到自己修]]></description><guid isPermaLink="false">/archives/1781091579555</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FThe%2520Evolution%2520of%2520YOLO1.webp&amp;size=m" type="image/jpeg" length="0"/><category>AI</category><category>视觉</category><category>算法</category><pubDate>Wed, 10 Jun 2026 12:56:18 GMT</pubDate></item><item><title><![CDATA[【重读经典】极坐标BEV方法]]></title><link>http://funnywii.com/archives/1780625101204</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%91%E6%9E%81%E5%9D%90%E6%A0%87BEV%E6%96%B9%E6%B3%95&amp;url=/archives/1780625101204" width="1" height="1" alt="" style="opacity:0;">极坐标 BEV 的表示方法：在 BEV 空间按照角度和半径两个维度进行划分，而非笛卡尔坐标系下的均匀矩形网格。自车近处高分辨率，远处低分辨率，契合相机近大远小的成像特点。 核心优势 非均匀网格划分与分辨率优化 极坐标 BEV 以 ego 为中心，沿角度和半径两个方向对空间进行划分。其中，角度方向通常]]></description><guid isPermaLink="false">/archives/1780625101204</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FPolar-coordinate%2520BEV%2520Methods.webp&amp;size=m" type="image/jpeg" length="0"/><category>AI</category><category>激光雷达</category><category>视觉</category><category>算法</category><pubDate>Mon, 8 Jun 2026 05:46:28 GMT</pubDate></item><item><title><![CDATA[3D稀疏卷积 3D Sparse Convolution]]></title><link>http://funnywii.com/archives/1779848740462</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=3D%E7%A8%80%E7%96%8F%E5%8D%B7%E7%A7%AF%203D%20Sparse%20Convolution&amp;url=/archives/1779848740462" width="1" height="1" alt="" style="opacity:0;">点云数据体素化后，有 90%+ 的 Voxel 是空的，如果像 VoxelNet 那样直接使用 3D Conv，计算量太大。 左图是稀疏的 2D Tensor，深灰色像素都是 0，浅灰色是 non-zero 点。 右图是稀疏的 3D Tensor，只有红色的体素才是 non-zero。]]></description><guid isPermaLink="false">/archives/1779848740462</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2F3D%2520Sparse%2520Convolution.webp&amp;size=m" type="image/jpeg" length="0"/><category>视觉</category><category>算法</category><category>点云</category><pubDate>Thu, 28 May 2026 11:49:55 GMT</pubDate></item><item><title><![CDATA[【重读经典】点云深度学习网络的范式变迁：PointNet， VoxelNet和PointPillars]]></title><link>http://funnywii.com/archives/1779671689499</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%91%E7%82%B9%E4%BA%91%E6%B7%B1%E5%BA%A6%E5%AD%A6%E4%B9%A0%E7%BD%91%E7%BB%9C%E7%9A%84%E8%8C%83%E5%BC%8F%E5%8F%98%E8%BF%81%EF%BC%9APointNet%EF%BC%8C%20VoxelNet%E5%92%8CPointPillars&amp;url=/archives/1779671689499" width="1" height="1" alt="" style="opacity:0;">PointNet 直接以 N×3N \times 3的Raw PointCloud作为输入，每个点使用 (x,]]></description><guid isPermaLink="false">/archives/1779671689499</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FVoxelNet.webp&amp;size=m" type="image/jpeg" length="0"/><category>算法</category><category>点云</category><pubDate>Mon, 25 May 2026 12:31:46 GMT</pubDate></item><item><title><![CDATA[【重读经典】BEVFusion: A Simple and Robust LiDAR-Camera Fusion Framework]]></title><link>http://funnywii.com/archives/1774951223999</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%91BEVFusion%3A%20A%20Simple%20and%20Robust%20LiDAR-Camera%20Fusion%20Framework&amp;url=/archives/1774951223999" width="1" height="1" alt="" style="opacity:0;">BEVFusion 有两篇论文： 一篇名为《BEVFusion: A Simple and Robust LiDAR-Camera Fusion Framework》，发表于 2022 年。 另一篇名为《BEVFusion: Multi-Task Multi-Sensor Fusion with U]]></description><guid isPermaLink="false">/archives/1774951223999</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FBEVFUSION-2022-Framework.webp&amp;size=m" type="image/jpeg" length="0"/><category>视觉</category><category>算法</category><category>点云</category><pubDate>Fri, 22 May 2026 09:20:45 GMT</pubDate></item><item><title><![CDATA[【重读经典】BEVFusion: Multi-Task Multi-Sensor Fusion with Unified Bird's-Eye View Representation]]></title><link>http://funnywii.com/archives/1774594998182</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%91BEVFusion%3A%20Multi-Task%20Multi-Sensor%20Fusion%20with%20Unified%20Bird%27s-Eye%20View%20Representation&amp;url=/archives/1774594998182" width="1" height="1" alt="" style="opacity:0;">自动驾驶常见传感器包括 Camera，LiDAR，Radar 等传感器。 相机能提供丰富语义，LiDAR 提供准确的空间信息，雷达能进行速度估计。 对于多传感器方案，当时的传感器投影存在信息损失的问题： LiDAR-&gt;Cam：存在几何损失，像素坐标系中相邻的像素点，在 3D 空间中可能距离很远。设想]]></description><guid isPermaLink="false">/archives/1774594998182</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FBEVFUSION.webp&amp;size=m" type="image/jpeg" length="0"/><category>视觉</category><category>算法</category><category>点云</category><pubDate>Tue, 28 Apr 2026 07:45:05 GMT</pubDate></item><item><title><![CDATA[【重读经典】BEVFormer: Learning Bird's-Eye-View Representation from Multi-Camera Images via Spatiotemporal Transformers]]></title><link>http://funnywii.com/archives/1776737319180</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%91BEVFormer%3A%20Learning%20Bird%27s-Eye-View%20Representation%20from%20Multi-Camera%20Images%20via%20Spatiotemporal%20Transformers&amp;url=/archives/1776737319180" width="1" height="1" alt="" style="opacity:0;">先看论文题目 Multi-Camera：多相机纯视觉方案，Camera-based的mAP天然比LiDAR-based和Fusion-based的要低 Spatiotemporal：时间空间 Transformer：用到了Transformer架构以及Attention机制 创新点 论文摆脱了之前L]]></description><guid isPermaLink="false">/archives/1776737319180</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FBEVFormer.webp&amp;size=m" type="image/jpeg" length="0"/><category>视觉</category><category>算法</category><pubDate>Wed, 22 Apr 2026 02:31:51 GMT</pubDate></item><item><title><![CDATA[nuscenes-devkit的使用]]></title><link>http://funnywii.com/archives/1775209975465</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=nuscenes-devkit%E7%9A%84%E4%BD%BF%E7%94%A8&amp;url=/archives/1775209975465" width="1" height="1" alt="" style="opacity:0;">nuScenes数据集说明 - FunnyWii's Zone 一文了解nuScenes数据集的结构。 我们使用nuscenes-devkit进一步学习数据集的使用。 安装非常简单，建议python版本3.12和3.9。 pip install nuscenes-devkit devkit使用 仍以]]></description><guid isPermaLink="false">/archives/1775209975465</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2Fnuscenes%2520Devkit.webp&amp;size=m" type="image/jpeg" length="0"/><category>AI</category><category>算法</category><pubDate>Tue, 7 Apr 2026 07:02:56 GMT</pubDate></item><item><title><![CDATA[nuScenes数据集说明]]></title><link>http://funnywii.com/archives/1775181275048</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=nuScenes%E6%95%B0%E6%8D%AE%E9%9B%86%E8%AF%B4%E6%98%8E&amp;url=/archives/1775181275048" width="1" height="1" alt="" style="opacity:0;">nuScenes数据集包含6个Camera，1个LiDAR，5个Radar，1个GPS以及IMU。 数据量比KITTI大得多，所以目前Occ Networks更多使用nuScenes数据集。 数据集分成两大块：Full和Mini。 Full Dataset包含140万Camera图像，39万LiDA]]></description><guid isPermaLink="false">/archives/1775181275048</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2Fnuscens%2520Datasets.webp&amp;size=m" type="image/jpeg" length="0"/><category>AI</category><category>算法</category><pubDate>Fri, 3 Apr 2026 09:47:08 GMT</pubDate></item><item><title><![CDATA[Ubuntu22部署FlashOcc踩坑实录]]></title><link>http://funnywii.com/archives/1774919593201</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=Ubuntu22%E9%83%A8%E7%BD%B2FlashOcc%E8%B8%A9%E5%9D%91%E5%AE%9E%E5%BD%95&amp;url=/archives/1774919593201" width="1" height="1" alt="" style="opacity:0;">环境配置 conda create --name FlashOcc python=3.8.5 conda activate FlashOcc pip install torch==1.10.0+cu111 torchvision==0.11.0+cu111 torchaudio==0.10.0 -f]]></description><guid isPermaLink="false">/archives/1774919593201</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FFlashOcc-vis.webp&amp;size=m" type="image/jpeg" length="0"/><category>AI</category><category>算法</category><pubDate>Tue, 31 Mar 2026 03:09:14 GMT</pubDate></item><item><title><![CDATA[【重读经典】Lift, Splat, Shoot: Encoding Images From Arbitrary Camera Rigs by Implicitly Unprojecting to 3D]]></title><link>http://funnywii.com/archives/1774259530604</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%91Lift%2C%20Splat%2C%20Shoot%3A%20Encoding%20Images%20From%20Arbitrary%20Camera%20Rigs%20by%20Implicitly%20Unprojecting%20to%203D&amp;url=/archives/1774259530604" width="1" height="1" alt="" style="opacity:0;">LSS 是 NVIDIA 在 ECCV2020 上发表的文章。 关于论文标题中 Lift, Splat, Shoot 三个单词的理解，这三个单词对应模型中三个核心步骤。 Lift：提升。2D 图像特征提升到 3D 视锥空间特征。 Splat：泼溅。所有相机生成的 3D 视锥特征，泼洒到统一的 BEV]]></description><guid isPermaLink="false">/archives/1774259530604</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FLSS-Lift.webp&amp;size=m" type="image/jpeg" length="0"/><category>视觉</category><category>算法</category><category>点云</category><pubDate>Fri, 27 Mar 2026 07:00:03 GMT</pubDate></item><item><title><![CDATA[【重读经典】3D Bounding Box Estimation Using Deep Learning and Geometry]]></title><link>http://funnywii.com/archives/1773901785149</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%913D%20Bounding%20Box%20Estimation%20Using%20Deep%20Learning%20and%20Geometry&amp;url=/archives/1773901785149" width="1" height="1" alt="" style="opacity:0;">Deep3DBox 是一篇比较早的使用单目相机进行3D目标检测和姿态估计的方法。 Deep3DBox 先用 CNN 回归目标的方向和尺寸，因为这两类属性稳定性比较高。然后结合 2D BBOX 的几何约束求解平移量，以生成完整的 3D BBOX。 有些方法基于 PnP，通过 2D-3D 关键点对应关系]]></description><guid isPermaLink="false">/archives/1773901785149</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FGlobalOrientationandLocalOrientation.webp&amp;size=m" type="image/jpeg" length="0"/><category>视觉</category><category>算法</category><pubDate>Fri, 20 Mar 2026 09:52:24 GMT</pubDate></item><item><title><![CDATA[Ubuntu22.04部署Wan2.2]]></title><link>http://funnywii.com/archives/1773883923868</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=Ubuntu22.04%E9%83%A8%E7%BD%B2Wan2.2&amp;url=/archives/1773883923868" width="1" height="1" alt="" style="opacity:0;">系统环境 系统：Ubuntu 22.04 显卡：RTX5880 48G 内存：64G PyTorch：2.4.0+ 模型说明 阿里巴巴旗下Wan团队开源的。 包括以下核心模型：]]></description><guid isPermaLink="false">/archives/1773883923868</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FWan%2520Deployment%2520on%2520Ubuntu.webp&amp;size=m" type="image/jpeg" length="0"/><category>AI</category><pubDate>Fri, 20 Mar 2026 01:44:25 GMT</pubDate></item><item><title><![CDATA[【重读经典】DeepDriving: Learning Affordance for Direct Perception in Autonomous Driving]]></title><link>http://funnywii.com/archives/1773815910637</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E3%80%90%E9%87%8D%E8%AF%BB%E7%BB%8F%E5%85%B8%E3%80%91DeepDriving%3A%20Learning%20Affordance%20for%20Direct%20Perception%20in%20Autonomous%20Driving&amp;url=/archives/1773815910637" width="1" height="1" alt="" style="opacity:0;">标题中的 Affordance 一词，本意是”预设用途，功能特性“，最初在知觉心理学和设计学领域出现。 后来在人机交互领域，Affordance 的含义变成了：一个产品让用户自然领悟到用法的能力。 在机器人领域（自动驾驶和机器人的感知不分家），被引申为可以执行的潜在动作，即在特定情况下哪些动作是可执]]></description><guid isPermaLink="false">/archives/1773815910637</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FThree%2520paradigms%2520for%2520autonomous%2520driving.webp&amp;size=m" type="image/jpeg" length="0"/><category>视觉</category><category>算法</category><pubDate>Wed, 18 Mar 2026 11:58:38 GMT</pubDate></item><item><title><![CDATA[深度学习 - 网络的优化 Optimisation for Training Deep Networks]]></title><link>http://funnywii.com/archives/1772460962720</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E6%B7%B1%E5%BA%A6%E5%AD%A6%E4%B9%A0%20-%20%E7%BD%91%E7%BB%9C%E7%9A%84%E4%BC%98%E5%8C%96%20Optimisation%20for%20Training%20Deep%20Networks&amp;url=/archives/1772460962720" width="1" height="1" alt="" style="opacity:0;">深度学习问题需要一个损失函数，我们的目标就是通过优化算法来最小化损失，即最小化目标（损失）函数。 需要注意的是，优化和深度学习的本质目标有差异：优化关注的是最小（最大）化目标函数，深度学习更关注模型的泛化能力。比如说，训练阶段的目标是最小化训练误差，但深度学习真正关心的是减小泛化误差，也就是推理阶段]]></description><guid isPermaLink="false">/archives/1772460962720</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FOptimisation%2520for%2520Training%2520Deep%2520Networks.webp&amp;size=m" type="image/jpeg" length="0"/><category>AI</category><category>算法</category><pubDate>Mon, 2 Mar 2026 14:44:57 GMT</pubDate></item><item><title><![CDATA[高达系列作品时间线]]></title><link>http://funnywii.com/archives/1721796627705</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E9%AB%98%E8%BE%BE%E7%B3%BB%E5%88%97%E4%BD%9C%E5%93%81%E6%97%B6%E9%97%B4%E7%BA%BF&amp;url=/archives/1721796627705" width="1" height="1" alt="" style="opacity:0;">本文详细列出了《高达0079》系列作品的观看顺序，涵盖从宇宙世纪0068年至0120年的多个作品，包括电视动画、OVA、剧场版等，为高达迷们提供了一个系统的观看指南。]]></description><guid isPermaLink="false">/archives/1721796627705</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2F0079.jpg&amp;size=m" type="image/jpeg" length="0"/><category>默认分类</category><pubDate>Thu, 26 Feb 2026 06:23:28 GMT</pubDate></item><item><title><![CDATA[可变参数模板和折叠表达式的工程示例]]></title><link>http://funnywii.com/archives/1762997318498</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=%E5%8F%AF%E5%8F%98%E5%8F%82%E6%95%B0%E6%A8%A1%E6%9D%BF%E5%92%8C%E6%8A%98%E5%8F%A0%E8%A1%A8%E8%BE%BE%E5%BC%8F%E7%9A%84%E5%B7%A5%E7%A8%8B%E7%A4%BA%E4%BE%8B&amp;url=/archives/1762997318498" width="1" height="1" alt="" style="opacity:0;">多传感器融合算法往往都需要一个时间同步算法，时间同步算法的输入一般是多个带时间戳的传感器数据。 使用 C++ 不久的人，往往会给这多个传感器的类分别创建实例，在处理的时候再根据传感器数量进行遍历。这样写没有问题，就是不够优雅。 学习可变参数模板和折叠表达式需要先对 C++ 中的 Template 有]]></description><guid isPermaLink="false">/archives/1762997318498</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2F%25E4%25BC%2598%25E9%259B%2585.webp&amp;size=m" type="image/jpeg" length="0"/><category>编程</category><pubDate>Thu, 13 Nov 2025 09:08:45 GMT</pubDate></item><item><title><![CDATA[Ubuntu开发板多用户开发权限配置指南]]></title><link>http://funnywii.com/archives/1759999538682</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=Ubuntu%E5%BC%80%E5%8F%91%E6%9D%BF%E5%A4%9A%E7%94%A8%E6%88%B7%E5%BC%80%E5%8F%91%E6%9D%83%E9%99%90%E9%85%8D%E7%BD%AE%E6%8C%87%E5%8D%97&amp;url=/archives/1759999538682" width="1" height="1" alt="" style="opacity:0;">本文主要是为了解决多用户在同一台开发板上开发时，导致的 GitHub 等 SSH key 混乱的问题。 Linux 系统多用户 # 切换到管理员权限 sudo su # 创建用户 wfy（会自动创建 home 目录） adduser wfy # 系统会提示设置密码，输入 1（注意：Ubuntu]]></description><guid isPermaLink="false">/archives/1759999538682</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FUbuntu%2520Dev%2520Board_%2520Multi-User%2520Permission%2520Setup.webp&amp;size=m" type="image/jpeg" length="0"/><category>操作系统</category><pubDate>Thu, 9 Oct 2025 08:51:53 GMT</pubDate></item><item><title><![CDATA[Kalman Filter原理及公式推导]]></title><link>http://funnywii.com/archives/1733124921288</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=Kalman%20Filter%E5%8E%9F%E7%90%86%E5%8F%8A%E5%85%AC%E5%BC%8F%E6%8E%A8%E5%AF%BC&amp;url=/archives/1733124921288" width="1" height="1" alt="" style="opacity:0;">卡尔曼滤波是一种高效的递归（自回归）滤波器。能够从一系列的不完全及包含噪声的测量中，估计动态系统的状态。卡尔曼滤波会根据各测量值在不同时间下的值，考虑各时间下的联合分布，再产生对未知变量的估计，因此会比只以单一测量值为基础的估计方式要准^{[1]}。 几个值 先说明一下卡尔曼滤波中涉及到的各个值：]]></description><guid isPermaLink="false">/archives/1733124921288</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FKalman%2520Filter.webp&amp;size=m" type="image/jpeg" length="0"/><category>算法</category><pubDate>Thu, 28 Aug 2025 08:13:00 GMT</pubDate></item><item><title><![CDATA[IMU的数据]]></title><link>http://funnywii.com/archives/1755593786793</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=IMU%E7%9A%84%E6%95%B0%E6%8D%AE&amp;url=/archives/1755593786793" width="1" height="1" alt="" style="opacity:0;">我一个做感知的威森莫要用 IMU... 昨天想获取 Unitree GO2 的 IMU 数据，跑官方 SDK 的时候，忘记修改底层代码，导致发送了一些控制命令，狗突然就动了起来，差点把狗搞坏，险些让我“曾经有一份工作”，至今心有余悸。 GITHUB 上似乎没有现成的获取 GO2 IMU 数据的代码，]]></description><guid isPermaLink="false">/archives/1755593786793</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FIMU%2520Data.webp&amp;size=m" type="image/jpeg" length="0"/><category>算法</category><pubDate>Thu, 21 Aug 2025 10:00:46 GMT</pubDate></item><item><title><![CDATA[C++模板]]></title><link>http://funnywii.com/archives/1751340494734</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=C%2B%2B%E6%A8%A1%E6%9D%BF&amp;url=/archives/1751340494734" width="1" height="1" alt="" style="opacity:0;">C++ 是一门强类型语言，编写一个通用函数，能把任意类型的变量传进去处理，通过把通用逻辑设计为模板来摆脱类型限制。 C++ 中的模板语法，实际上是在为 C++ 提供泛型（Generic Programming）的机制。 最常见的泛型应用在 STL 的容器中。 类模板 Class Templates]]></description><guid isPermaLink="false">/archives/1751340494734</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FC%2B%2B%2520Templates.webp&amp;size=m" type="image/jpeg" length="0"/><category>编程</category><pubDate>Thu, 24 Jul 2025 04:35:17 GMT</pubDate></item><item><title><![CDATA[C++11及其之后的新特性（简单介绍）]]></title><link>http://funnywii.com/archives/1751336667488</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=C%2B%2B11%E5%8F%8A%E5%85%B6%E4%B9%8B%E5%90%8E%E7%9A%84%E6%96%B0%E7%89%B9%E6%80%A7%EF%BC%88%E7%AE%80%E5%8D%95%E4%BB%8B%E7%BB%8D%EF%BC%89&amp;url=/archives/1751336667488" width="1" height="1" alt="" style="opacity:0;">C++11 自动类型推导 auto 需要注意的是： 必须在定义时初始化 auto 类型的变量 auto 类型不能定义数组 一旦初始化，就不可更改类型 auto x = 5; auto y = 3.14; auto a; // 错误 auto array[10]; //错误 auto a = 1]]></description><guid isPermaLink="false">/archives/1751336667488</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FModern%2520C%2B%2B%2520Feature.webp&amp;size=m" type="image/jpeg" length="0"/><category>编程</category><pubDate>Fri, 4 Jul 2025 05:34:00 GMT</pubDate></item><item><title><![CDATA[ROS1的launch文件]]></title><link>http://funnywii.com/archives/1751275130363</link><description><![CDATA[<img src="http://funnywii.com/plugins/feed/assets/telemetry.gif?title=ROS1%E7%9A%84launch%E6%96%87%E4%BB%B6&amp;url=/archives/1751275130363" width="1" height="1" alt="" style="opacity:0;">之前一直是 rosrun 方式启动ros节点的, 一是因为懒, 二是因为我只负责一个节点, 用不到 launch 方式. 这次遇到了不能保存 ROS 日志的 bug, 换成 launch 方式启动就能成功保存日志了... Launch文件 ROS中 .launch 文件可以同时启动多个 node,]]></description><guid isPermaLink="false">/archives/1751275130363</guid><dc:creator>FunnyWii</dc:creator><enclosure url="http://funnywii.com/apis/api.storage.halo.run/v1alpha1/thumbnails/-/via-uri?uri=%2Fupload%2FROS1%2520Launch%2520File.webp&amp;size=m" type="image/jpeg" length="0"/><category>操作系统</category><category>编程</category><pubDate>Wed, 2 Jul 2025 01:34:02 GMT</pubDate></item></channel></rss>