In this paper, we study the problem of procedure planning in instructional videos, which can be seen as the first step towards enabling autonomous agents to plan for complex tasks in everyday settings such as cooking. Given the current visual observation of the world and a visual goal, we ask the question ""What actions need to be taken in order to achieve the goal?"". The key technical challenge is how to learn structured and plannable state and action spaces directly from unstructured real videos. We address this challenge by proposing Dual Dynamics Networks (DDN), a framework that explicitly leverages the structured priors imposed by the conjugate relationships between states and actions in a learned plannable latent space. We evaluate our method on real-world instructional videos. Our experiments show that DDN learns plannable representations that lead to better planning performance compared to existing planning approaches and neural network policies.
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Most 3D reconstruction methods may only recover scene properties up to a global scale ambiguity. We present a novel approach to single view metrology that can recover the absolute scale of a scene represented by 3D heights of objects or camera height above the ground as well as camera parameters of orientation and field of view, using just a monocular image acquired in unconstrained condition. Our method relies on data-driven priors learned by a deep network specifically designed to imbibe weakly supervised constraints from the interplay of the unknown camera with 3D entities such as object heights, through estimation of bounding box projections. We leverage categorical priors for objects such as humans or cars that commonly occur in natural images, as references for scale estimation. We demonstrate state-of-the-art qualitative and quantitative results on several datasets as well as applications including virtual object insertion. Furthermore, the perceptual quality of our outputs is validated by a user study.
Our ability to sample realistic natural images, particularly faces, has advanced by leaps and bounds in recent years, yet our ability to exert fine-tuned control over the generative process has lagged behind. If this new technology is to find practical uses, we need to achieve a level of control over generative networks which, without sacrificing realism, is on par with that seen in computer graphics and character animation. To this end we propose ConfigNet, a neural face model that allows for controlling individual aspects of output images in semantically meaningful ways and that is a significant step on the path towards finely-controllable neural rendering. ConfigNet is trained on real face images as well as synthetic face renders. Our novel method uses synthetic data to factorize the latent space into elements that correspond to the inputs of a traditional rendering pipeline, separating aspects such as head pose, facial expression, hair style, illumination, and many others which are very hard to annotate in real data. The real images, which are presented to the network without labels, extend the variety of the generated images and encourage realism. Finally, we propose an evaluation criterion using an attribute detection network combined with a user study and demonstrate state-of-the-art individual control over attributes in the output images.
Multi-agent trajectory forecasting in autonomous driving requires an agent to accurately anticipate the behaviors of the surrounding vehicles and pedestrians, for safe and reliable decision-making. Due to partial observability in these dynamical scenes, directly obtaining the posterior distribution over future agent trajectories remains a challenging problem. In realistic embodied environments, each agent's future trajectories should be both diverse since multiple plausible sequences of actions can be used to reach its intended goals, and admissible since they must obey physical constraints and stay in drivable areas. In this paper, we propose a model that synthesizes multiple input signals from the multimodal world|the environment's scene context and interactions between multiple surrounding agents|to best model all diverse and admissible trajectories. We compare our model with strong baselines and ablations across two public datasets and show a significant performance improvement over previous state-of-the-art methods. Lastly, we offer new metrics incorporating admissibility criteria to further study and evaluate the diversity of predictions. Codes are at: https://github.com/kami93/CMU-DATF
The requirement for paired shadow and shadow-free images limits the size and diversity of shadow removal datasets and hinders the possibility of training large-scale, robust shadow removal algorithms. We propose a shadow removal method that can be trained using only shadow and non-shadow patches cropped from the shadow images themselves. Our method is trained via an adversarial framework, following a physical model of shadow formation. Our central contribution is a set of physics-based constraints that enables this adversarial training. Our method achieves competitive shadow removal results compared to state-of-the-art methods that are trained with fully paired shadow and shadow-free images. The advantages of our training regime are even more pronounced in shadow removal for videos. Our method can be fine-tuned on a testing video with only the shadow masks generated by a pre-trained shadow detector and outperforms state-of-the-art methods on this challenging test. We illustrate the advantages of our method on our proposed video shadow removal dataset.
Explainable face recognition (XFR) is the problem of explaining the matches returned by a facial matcher, in order to provide insight into why a probe was matched with one identity over another. In this paper, we provide the first comprehensive benchmark and baseline evaluation for XFR. We define a new evaluation protocol called the ``inpainting game'', which is a curated set of 3648 triplets (probe, mate, nonmate) of 95 subjects, which differ by synthetically inpainting a chosen facial characteristic like the nose, eyebrows or mouth creating an inpainted nonmate. An XFR algorithm is tasked with generating a network attention map which best explains which regions in a probe image match with a mated image, and not with an inpainted nonmate for each triplet. This provides ground truth for quantifying what image regions contribute to face matching. Finally, we provide a comprehensive benchmark on this dataset comparing five state-of-the-art XFR algorithms on three facial matchers. This benchmark includes two new algorithms called subtree EBP and Density-based Input Sampling for Explanation (DISE) which outperform the state-of-the-art XFR by a wide margin.
The sparsity of point clouds limits deep learning models on capturing long-range dependencies, which makes features extracted by the models ambiguous. In point cloud object detection, ambiguous features make it hard for detectors to locate object centers and finally lead to bad detection results. In this work, we propose Selective Point clOud voTing (SPOT) module, a simple effective component that can be easily trained end-to-end in point cloud object detectors to solve this problem. Inspired by probabilistic Hough voting, SPOT incorporates an attention mechanism that helps detectors focus on less ambiguous features and preserves their diversity of mapping to multiple object centers. For evaluating our module, we implement SPOT on advanced baseline detectors and test on two benchmark datasets of clutter indoor scenes, ScanNet and SUN RGB-D. Baselines enhanced by our module can stably improve results in agreement by a large margin and achieve new state-or-the-art detection, especially under more strict evaluation metric that adopts larger IoU threshold, implying our module is the key leading to high-quality object detection in point clouds.
Recent crowd counting approaches have achieved excellent performance. However, they are essentially based on fully supervised paradigm and require large number of annotated samples. Obtaining annotations is an expensive and labour-intensive process. In this work, we focus on reducing the annotation efforts by learning to count in the crowd from limited number of labeled samples while leveraging a large pool of unlabeled data. Specifically, we propose a Gaussian Process-based iterative learning mechanism that involves estimation of pseudo-ground truth for the unlabeled data, which is then used as supervision for training the network. The proposed method is shown to be effective under the reduced data (semi-supervised) settings for several datasets like ShanghaiTech, UCF-QNRF, WorldExpo, UCSD, etc. Furthermore, we demonstrate that the proposed method can be leveraged to enable the network in learning to count from synthetic dataset while being able to generalize better to real-world datasets (synthetic-to-real transfer).
We introduce an automatic, end-to-end method for recovering the 3D pose and shape of dogs from monocular internet images. The large variation in shape between dog breeds, and significant occlusion and low quality of internet images makes this a challenging problem. We learn a richer prior over shapes than previous work, which helps regularize parameter estimation. We demonstrate results on the Stanford Dog Dataset, an ``in-the-wild'' dataset of 20,580 dog images for which we have collected 2D joint and silhouette annotations to split for training and evaluation. In order to capture the large shape variety of dogs, we show that the natural variation in the 2D dataset is enough to learn a detailed 3D prior through expectation maximisation (EM). As a by-product of training, we generate a new parameterised model (including limb scaling) SMBLD which we release alongside the annotation dataset to the research community.
Generating diverse and natural behaviors is one of the long-standing goals for creating intelligent characters in the animated world. In this paper, we propose an unsupervised method for generating long-range, diverse and plausible behaviors to achieve a specific goal location. Our proposed method learns to model the motion of human by decomposing a long-range generation task in a hierarchical manner. Given the starting and ending states, a memory bank is used to retrieve motion references as source material for short-range clip generation. We first propose to explicitly disentangle the provided motion material into style and content counterparts via bi-linear transformation modelling, where diverse synthesis is achieved by free-form combination of these two components. The short-range clips are then connected to form a long-range motion sequence. Without ground truth annotation, we propose a parameterized bi-directional interpolation scheme to guarantee the physical validity and visual naturalness of generated results. On large-scale skeleton dataset, we show that the proposed method is able to synthesise long-range, diverse and plausible motion, which is also generalizable to unseen motion data during testing. Moreover, we demonstrate the generated sequences are useful as subgoals for actual physical execution in the animated world. Please refer to our project page~ ootnote{https://sites.google.com/view/hsnms/home} for more synthesised results.
Existing methods for instance segmentation in videos typically involve multi-stage pipelines that follow the tracking-by detection paradigm and model a video clip as a sequence of images. Multiple networks are used to detect objects in individual frames, and then associate these detections over time. Hence, these methods are often non-end-to-end trainable and highly tailored to specific tasks. In this paper, we propose a different approach that is well-suited to a variety of tasks involving instance segmentation in videos. In particular, we model a video clip as a single 3D spatio-temporal volume, and propose a novel approach that segments and tracks instances across space and time in a single stage. Our problem formulation is centered around the idea of spatio-temporal embeddings which are trained to cluster pixels belonging to a specific object instance over an entire video clip. To this end, we introduce (i) novel mixing functions that enhance the feature representation of spatio-temporal embeddings, and (ii) a single-stage, proposal-free network that can reason about temporal context. Our network is trained end-to-end to learn spatio-temporal embeddings as well as parameters required to cluster these embeddings, thus simplifying inference. Our method achieves state-of-the-art results across multiple datasets and tasks.
Unsupervised Deep Metric Learning with Transformed Attention Consistency and Contrastive Clustering Loss
PDF ↗Existing approaches for unsupervised metric learning focus on exploring self-supervision information within the input image itself. We observe that, when analyzing images, human eyes often compare images against each other instead of examining images individually. In addition, they often pay attention to certain keypoints, image regions, or objects which are discriminative between image classes but highly consistent within classes. Even if the image is being transformed, the attention pattern will be consistent. Motivated by this observation, we develop a new approach to unsupervised deep metric learning where the network is learned based on self-supervision information across images instead of within one single image. To characterize the consistent pattern of human attention during image comparisons, we introduce the idea of transformed attention consistency. It assumes that visually similar images, even undergoing different image transforms, should share the same consistent visual attention map. This consistency leads to a pairwise self-supervision loss, allowing us to learn a Siamese deep neural network to encode and compare images against their transformed or matched pairs. To further enhance the inter-class discriminative power of the feature generated by this network, we adapt the concept of triplet loss from supervised metric learning to our unsupervised case and introduce the contrastive clustering loss. Our extensive experimental results on benchmark datasets demonstrate that our proposed method outperforms current state-of-the-art methods for unsupervised metric learning by a large margin.
This work addresses the unsupervised domain adaptation problem, especially in the case of class labels in the target domain being only a subset of those in the source domain. Such a partial transfer setting is realistic but challenging and existing methods always suffer from two key problems, negative transfer and uncertainty propagation. In this paper, we build on domain adversarial learning and propose a novel domain adaptation method BA$^3$US with two new techniques termed Balanced Adversarial Alignment (BAA) and Adaptive Uncertainty Suppression (AUS), respectively. On one hand, negative transfer results in misclassification of target samples to the classes only present in the source domain. To address this issue, BAA pursues the balance between label distributions across domains in a fairly simple manner. Specifically, it randomly leverages a few source samples to augment the smaller target domain during domain alignment so that classes in different domains are symmetric. On the other hand, a source sample would be denoted as uncertain if there is an incorrect class that has a relatively high prediction score, and such uncertainty easily propagates to unlabeled target data around it during alignment, which severely deteriorates adaptation performance. Thus we present AUS that emphasizes uncertain samples and exploits an adaptive weighted complement entropy objective to encourage incorrect classes to have uniform and low prediction scores. Experimental results on multiple benchmarks demonstrate our BA$^3$US surpasses state-of-the-arts for partial domain adaptation tasks. Code is available at \url{https://github.com/tim-learn/BA3US}.
Modern multiple object tracking (MOT) systems usually follow the tracking-by-detection paradigm. It has 1) a detection model for target localization and 2) an appearance embedding model for data association. Having the two models separately executed might lead to efficiency problems, as the running time is simply a sum of the two steps without investigating potential structures that can be shared between them. Existing research efforts on real-time MOT usually focus on the association step, so they are essentially real-time association methods but not real-time MOT system. In this paper, we propose an MOT system that allows target detection and appearance embedding to be learned in a shared model. Specifically, we incorporate the appearance embedding model into a single-shot detector, such that the model can simultaneously output detections and the corresponding embeddings. We further propose a simple and fast association method that works in conjunction with the joint model. In both components the computation cost is significantly reduced compared with former MOT systems, resulting in a neat and fast baseline for future follow-ups on real-time MOT algorithm design. To our knowledge, this work reports the first (near) real-time MOT system, with a running speed of 22 to 40 FPS depending on the input resolution. Meanwhile, its tracking accuracy is comparable to the state-of-the-art trackers embodying separate detection and embedding (SDE) learning ($64.4\%$ MOTA s $66.1\%$ MOTA on MOT-16 challenge). Code and models will be available at \url{https://github.com/Zhongdao/Towards-Realtime-MOT}.
We propose a novel algorithm, named Open-Edit, which is the first attempt on open-domain image manipulation with open-vocabulary instructions. It is a challenging task considering the large variation of image domains and the lack of training supervision. Our approach takes advantage of the unified visual-semantic embedding space pretrained on a general image-caption dataset, and manipulates the embedded visual features by applying text-guided vector arithmetic on the image feature maps. A structure-preserving image decoder then generates the manipulated images from the manipulated feature maps. We further propose an on-the-fly sample-specific optimization approach with cycle-consistency constraints to regularize the manipulated images and force them to preserve details of the source images. Our approach shows promising results in manipulating open-vocabulary color, texture, and high-level attributes for various scenarios of open-domain images.
This paper proposes a self-supervised learning method for the person re-identification (re-ID) problem, where existing unsupervised methods usually rely on pseudo labels, such as those from video tracklets or clustering. A potential drawback of using pseudo labels is that errors may accumulate and it is challenging to estimate the number of pseudo IDs. We introduce a different unsupervised method that allows us to learn pedestrian embeddings from raw videos, without resorting to pseudo labels. The goal is to construct a self-supervised pretext task that matches the person re-ID objective. Inspired by the mph{data association} concept in multi-object tracking, we propose the extbf{Cyc}le extbf{As}sociation ( extbf{CycAs}) task: after performing data association between a pair of video frames forward and then backward, a pedestrian instance is supposed to be associated to itself. To fulfill this goal, the model must learn a meaningful representation that can well describe correspondences between instances in frame pairs. We adapt the discrete association process to a differentiable form, such that end-to-end training becomes feasible. Experiments are conducted in two aspects: We first compare our method with existing unsupervised re-ID methods on seven benchmarks and demonstrate CycAs' superiority. Then, to further validate the practical value of CycAs in real-world applications, we perform training on self-collected videos and report promising performance on the standard test sets.
3D hand reconstruction from images is a widely-studied problem in computer vision and graphics, and has a particularly high relevance for virtual and augmented reality. Although several 3D hand reconstruction approaches leverage hand models as a strong prior to resolve ambiguities and achieve more robust results, most existing models account only for the hand shape and poses and do not model the texture. To fill this gap, in this work we present HTML, the first parametric texture model of human hands. Our model spans several dimensions of hand appearance variability (e.g. related to gender, ethnicity, or age) and only requires a commodity camera for data acquisition. Experimentally, we demonstrate that our appearance model can be used to tackle a range of challenging problems such as 3D hand reconstruction from a single monocular image. Furthermore, our appearance model can be used to define a neural rendering layer that enables training with a self-supervised photometric loss. We make our model publicly available.
Recent progress in fine-grained gesture and action classification, and machine translation, point to the possibility of automated sign language recognition becoming a reality. A key stumbling block in making progress towards this goal is a lack of appropriate training data, stemming from the high complexity of sign annotation and a limited supply of qualified annotators. In this work, we introduce a new scalable approach to data collection for sign recognition in continuous videos. We make use of weakly-aligned subtitles for broadcast footage together with a keyword spotting method to automatically localise sign-instances for a vocabulary of 1,000 signs in 1,000 hours of video. We make the following contributions: (1) We show how to use mouthing cues from signers to obtain high-quality annotations from video data - the result is the BSL-1K dataset, a collection of British Sign Language (BSL) signs of unprecedented scale; (2) We show that we can use BSL-1K to train strong sign recognition models for co-articulated signs in BSL and that these models additionally form excellent pretraining for other sign languages and benchmarks---we exceed the state of the art on both the MSASL and WLASL benchmarks. Finally, (3) we propose new large-scale evaluation sets for the tasks of sign recognition and sign spotting and provide baselines which we hope will serve to stimulate research in this area.
In film making, shot has a profound influence on how the story is delivered and how the audiences are echoed. As different scale and movement types of shots can express different emotions and contents, recognizing shots and their attributes is important to the understanding of movies as well as general videos. Classifying shot type is challenging due to the additional information required beyond the video content, such as the spatial composition of a frame and the video camera movement. To address these issues, we propose a learning framework Subject Guidance Network (SGNet) for shot type recognition. SGNet separates the subject and background of a shot into two streams, serving as maps to guide scale and movement type classification respectively. To facilitate shot type analysis and model evaluations, we build a large-scale dataset MovieShots, which contains 46K shots from 7K movie trailers with annotations of their scale and movement types. Experiments show that our framework is able to recognize these two attributes of shot accurately, outperforming all the previous methods.
We present an interesting and challenging dataset that features a large number of scenes with messy tables captured from multiple camera views. Each scene in this dataset is highly complex, containing multiple object instances that could be identical, stacked and occluded by other instances. The key challenge is to associate all instances given the RGB image of all views. The seemingly simple task surprisingly fails many popular methods or heuristics that we assume good performance in object association. The dataset challenges existing methods in mining subtle appearance differences, reasoning based on contexts, and fusing appearance with geometric cues for establishing an association. We report interesting findings with some popular baselines, and discuss how this dataset could help inspire new problems and catalyse more robust formulations to tackle real-world instance association problems. ootnote{project page: extcolor{magenta}{\url{https://caizhongang.github.io/projects/MessyTable/}}.}