Computer Vision is driven by the many datasets which can be used for training or evaluating novel methods. Each of these dataset, however, has its own design principles resulting in a different set of labels,different appearance domains and different annotation instructions. In this paper we explore the automatic discovery of visual-semantic relations between labels across datasets. We want to understand how the instances with label a in dataset A relate to the instances with label b in dataset B,are they in an identity, parent/child, or overlap relation? Or is there no visual link between these two? To find relations between labels across datasets,we propose methods based on language, on vision, and on a combination of both. In order to evaluate these we establish ground-truth relations between three datasets: COCO, ADE20k, and Berkeley Deep Drive. Our methods can effectively discover label relations across datasets and the type of the relations. We use these results for a deeper inspection on why instances relate, find missing aspects, and use our relations to create finer-grained annotations. We conclude that label relations cannot be established by looking at the label-name semantics alone, the relations depend highly on how each of the individual datasets was constructed.
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A profound understanding of inter-agent relationships and motion behaviors is important to achieve high-quality planning when navigating in complex scenarios, especially at urban traffic intersections. We present a trajectory prediction approach with respect to traffic lights, D2-TPred, which uses a spatial dynamic interaction graph (SDG) and a behavior dependency graph (BDG) to handle the problem of discontinuous dependency in the spatial-temporal space. Specifically, the SDG is used to capture spatial interactions by reconstructing sub-graphs for different agents with dynamic and changeable characteristics during each frame. The BDG is used to infer motion tendency by modeling the implicit dependency of the current state on priors behaviors, especially the discontinuous motions corresponding to acceleration, deceleration, or turning direction. Moreover, we present a new dataset for vehicle trajectory prediction under traffic lights called VTP-TL. Our experimental results show that our model achieves more than {20.45\% and 20.78\% }improvement in terms of ADE and FDE, respectively, on VTP-TL as compared to other trajectory prediction algorithms. We will release all of the source code, dataset, and the trained model at the time of publication.
This paper presents a new large scale multi-person tracking dataset. Our dataset is over an order of magnitude larger than currently available high quality multi-object tracking datasets such as MOT17, HiEve, and MOT20 datasets. The lack of large scale training and test data for this task has limited the community’s ability to understand the performance of their tracking systems on a wide range of scenarios and conditions such as variations in person density, actions being performed, weather, and time of day. Our dataset was specifically sourced to provide a wide variety of these conditions and our annotations include rich meta-data such that the performance of a tracker can be evaluated along these different dimensions. The lack of training data has also limited the ability to perform end-to-end training of tracking systems. As such, the highest performing tracking systems all rely on strong detectors trained on external image datasets. We hope that the release of this dataset will enable new lines of research that take advantage of large scale video based training data.
Most efforts on lesion segmentation from CT slices focus on one specific lesion type. However, universal and multi-category lesion segmentation is more important because the diagnoses of different body parts are usually correlated and carried out simultaneously. The existing universal lesion segmentation methods are weakly-supervised due to the lack of pixel-level annotation data. To bring this field into the fully-supervised era, we establish a large-scale universal lesion segmentation dataset, SegLesion. We also propose a baseline method for this task. Considering that it is easy to encode CT slices owing to the limited CT scenarios, we propose a Knowledge Embedding Module (KEM) to adapt the concept of dictionary learning for this task. Specifically, KEM first learns the knowledge encoding of CT slices and then embeds the learned knowledge encoding into the deep features of a CT slice to increase the distinguishability. With KEM incorporated, a Knowledge Embedding Network (KEN) is designed for universal lesion segmentation. To extensively compare KEN to previous segmentation methods, we build a large benchmark for SegLesion. KEN achieves state-of-the-art performance and can thus serve as a strong baseline for future research. Data and code will be released.
Recently, Deep Neural Networks (DNNs) have been shown to outperform traditional methods in many disciplines such as computer vision, speech recognition and natural language processing. A prerequisite for the successful application of DNNs is the big number of data. Even though various facial datasets exist for the case of 2D images, there is a remarkable absence of datasets when we have to deal with 3D faces. The available facial datasets are limited either in terms of expressions or in the number of subjects. This lack of large datasets hinders the exploitation of the great advances that DNNs can provide. In this paper, we overcome these limitations by introducing MimicMe, a novel large-scale database of dynamic high-resolution 3D faces. MimicMe contains recordings of 4,700 subjects with a great diversity on age, gender and ethnicity. The recordings are in the form of 4D videos of subjects displaying a multitude of facial behaviours, resulting to over 280,000 3D meshes in total. We have also manually annotated a big portion of these meshes with 3D facial landmarks and they have been categorized in the corresponding expressions. We have also built very powerful blendshapes for parametrising facial behaviour. MimicMe will be made publicly available upon publication and we envision that it will be extremely valuable to researchers working in many problems of face modelling and analysis, including 3D/4D face and facial expression recognition. We conduct several experiments and demonstrate the usefulness of the database for various applications.
A key algorithm for understanding the world is material segmentation, which assigns a label (metal, glass, etc.) to each pixel. We find that a model trained on existing data underperforms in some settings and propose to address this with a large-scale dataset of 3.2 million dense segments on 44,560 indoor and outdoor images, which is 23x more segments than existing data. Our data covers a more diverse set of scenes, objects, viewpoints and materials, and contains a more fair distribution of skin types. We show that a model trained on our data outperforms a state-of-the-art model across datasets and viewpoints. We propose a large-scale scene parsing benchmark and baseline of 0.729 per-pixel accuracy, 0.585 mean class accuracy and 0.420 mean IoU across 46 materials.
Multimodal video-audio-text understanding and generation can benefit from datasets that are narrow but rich. The narrowness allows bite-sized challenges that the research community can make progress on. The richness ensures we are making progress along the core challenges. To this end, we present a large-scale video-audio-text dataset MUGEN, collected using the open-sourced platform game CoinRun. We made substantial modifications to make the game richer by introducing audio and enabling new interactions. We trained RL agents with different objectives to navigate the game and interact with 13 objects and characters. This allows us to automatically extract a large collection of diverse videos and associated audio. We sample 375K video clips (3.2s each) and collect text descriptions from human annotators. Each video has additional annotations that are extracted automatically from the game engine, such as accurate semantic maps for each frame and templated textual descriptions. Altogether, MUGEN can help progress research in many tasks in multimodal understanding and generation. We benchmark representative approaches on tasks involving video-audio-text retrieval and generation. Our dataset and code are released at: https://mugen-org.github.io/.
We present a novel Animation CelebHeads dataset (AnimeCeleb) to address an animation head reenactment. Different from previous animation head datasets, we utilize a 3D animation models as the controllable image samplers, which can provide a large amount of head images with their corresponding detailed pose annotations. To facilitate a data creation process, we build a semi-automatic pipeline leveraging an open 3D computer graphics software with a developed annotation system. After training with the AnimeCeleb, recent head reenactment models produce high-quality animation head reenactment results, which are not achievable with existing datasets. Furthermore, motivated by metaverse application, we propose a novel pose mapping method and architecture to tackle a cross-domain head reenactment task. During inference, a user can easily transfer one’s motion to an arbitrary animation head. Experiments demonstrate an usefulness of the AnimeCeleb to train animation head reenactment models, and the superiority of our cross-domain head reenactment model compared to state-of-the-art methods. Our dataset and code are available at \href{https://github.com/kangyeolk/AnimeCeleb}{\textit{this url}}.
When Deep Classifiers Agree: Analyzing Correlations between Learning Order and Image Statistics
PDF ↗Although a plethora of architectural variants for deep classification has been introduced over time, recent works have found empirical evidence towards similarities in their training process. It has been hypothesized that neural networks converge not only to similar representations, but also exhibit a notion of empirical agreement on which data instances are learned first. Following in the latter works’ footsteps, we define a metric to quantify the relationship between such classification agreement over time, and posit that the agreement phenomenon can be mapped to core statistics of the investigated dataset. We empirically corroborate this hypothesis across the CIFAR10, Pascal, ImageNet and KTH-TIPS2 datasets. Our findings indicate that agreement seems to be independent of specific architectures, training hyper-parameters or labels, albeit follows an ordering according to image statistics.
Transparent objects are ubiquitous in household settings and pose distinct challenges for visual sensing and perception systems. The optical properties of transparent objects leaves conventional 3D sensors alone unreliable for object depth and pose estimation. These challenges are highlighted by the shortage of large-scale RGB-Depth datasets focusing on transparent objects in real-world settings. In this work, we contribute a large-scale real-world RGB-Depth transparent object dataset named ClearPose to serve as a benchmark dataset for segmentation, scene-level depth completion, and object-centric pose estimation tasks. The ClearPose dataset contains over 350K labeled real-world RGB-Depth frames and 4M instance annotations covering 63 household objects. The dataset includes object categories commonly used in daily life under various lighting and occluding conditions as well as challenging test scenarios such as cases of occlusion by opaque or translucent objects, non-planar orientations, presence of liquids, etc. We benchmark several state-of-the-art depth completion and object pose estimation deep neural networks on ClearPose.
A Data-Centric Approach for Improving Ambiguous Labels with Combined Semi-Supervised Classification and Clustering
PDF ↗Consistently high data quality is essential for the development of novel loss functions and architectures in the field of deep learning. The existence of such data and labels is usually presumed, while acquiring high-quality datasets is still a major issue in many cases. Subjective annotations by annotators often lead to ambiguous labels in real-world datasets. We propose a data-centric approach to relabel such ambiguous labels instead of implementing the handling of this issue in a neural network. A hard classification is by definition not enough to capture the real-world ambiguity of the data. Therefore, we propose our method ""Data-Centric Classification & Clustering (DC3)"" which combines semi-supervised classification and clustering. It automatically estimates the ambiguity of an image and performs a classification or clustering depending on that ambiguity. DC3 is general in nature so that it can be used in addition to many Semi-Supervised Learning (SSL) algorithms. On average, our approach yields a 7.6% better F1-Score for classifications and a 7.9% lower inner distance of clusters across multiple evaluated SSL algorithms and datasets. Most importantly, we give a proof-of-concept that the classifications and clusterings from DC3 are beneficial as proposals for the manual refinement of such ambiguous labels. Overall, a combination of SSL with our method DC3 can lead to better handling of ambiguous labels during the annotation process.
Image-based virtual try-on strives to transfer the appearance of a clothing item onto the image of a target person. Prior work focuses mainly on upper-body clothes (e.g. t-shirts, shirts, and tops) and neglects full-body or lower-body items. This shortcoming arises from a main factor: current publicly available datasets for image-based virtual try-on do not account for this variety, thus limiting progress in the field. To address this deficiency, we introduce Dress Code, which contains images of multi-category clothes. Dress Code is more than 3x larger than publicly available datasets for image-based virtual try-on and features high-resolution paired images (1024x768) with front-view, full-body reference models. To generate HD try-on images with high visual quality and rich in details, we propose to learn fine-grained discriminating features. Specifically, we leverage a semantic-aware discriminator that makes predictions at pixel-level instead of image- or patch-level. Extensive experimental evaluation demonstrates that the proposed approach surpasses the baselines and state-of-the-art competitors in terms of visual quality and quantitative results. The Dress Code dataset is publicly available at https://github.com/aimagelab/dress-code.
Generative models for audio-conditioned dance motion synthesis map music features to dance movements. Models are trained to associate motion patterns to audio patterns, usually without an explicit knowledge of the human body. This approach relies on a few assumptions: strong music-dance correlation, controlled motion data and relatively simple poses and movements. These characteristics are found in all existing datasets for dance motion synthesis, and indeed recent methods can achieve good results. We introduce a new dataset aiming to challenge these common assumptions, compiling a set of dynamic dance sequences displaying complex human poses. We focus on breakdancing which features acrobatic moves and tangled postures. We source our data from the Red Bull BC One competition videos. Estimating human keypoints from these videos is difficult due to the complexity of the dance, as well as the multiple moving cameras recording setup. We adopt a hybrid labelling pipeline leveraging deep estimation models as well as manual annotations to obtain good quality keypoint sequences at a reduced cost. Our efforts produced the BRACE dataset, which contains over 3 hours and 30 minutes of densely annotated poses. We test state-of-the-art methods on BRACE, showing their limitations when evaluated on complex sequences. Our dataset can readily foster advance in dance motion synthesis. With intricate poses and swift movements, models are forced to go beyond learning a mapping between modalities and reason more effectively about body structure and movements.
Vision-language navigation (VLN), in which an agent follows language instruction in a visual environment, has been studied under the premise that the input command is fully feasible in the environment. Yet in practice, a request may not be possible due to language ambiguity or environment changes. To study VLN with unknown command feasibility, we introduce a new dataset Mobile app Tasks with Iterative Feedback (MoTIF), where the goal is to complete a natural language command in a mobile app. Mobile apps provide a scalable domain to study real downstream uses of VLN methods. Moreover, mobile app commands provide instruction for interactive navigation, as they result in action sequences with state changes via clicking, typing, or swiping. MoTIF is the first to include feasibility annotations, containing both binary feasibility labels and fine-grained labels for why tasks are unsatisfiable. We further collect follow-up questions for ambiguous queries to enable research on task uncertainty resolution. Equipped with our dataset, we propose the new problem of feasibility prediction, in which a natural language instruction and multimodal app environment are used to predict instruction feasibility. MoTIF provides a more realistic app dataset as it contains many diverse environments, high-level goals, and longer action sequences than prior work. We evaluate interactive VLN methods using MoTIF, quantify the generalization ability of current approaches to new app environments, and measure the effect of task feasibility on navigation performance.
We present the Caltech Fish Counting Dataset (CFC), a large-scale dataset for detecting, tracking, and counting fish in sonar videos. We identify sonar videos as a rich source of data for advancing low signal-to-noise computer vision applications and tackling domain generalization in multiple-object tracking (MOT) and counting. In comparison to existing MOT and counting datasets, which are largely restricted to videos of people and vehicles in cities, CFC is sourced from a natural-world domain where targets are not easily resolvable and appearance features cannot be easily leveraged for target re-identification. With over half a million annotations in over 1,500 videos sourced from seven different sonar cameras, CFC allows researchers to train MOT and counting algorithms and evaluate generalization performance at unseen test locations. We perform extensive baseline experiments and identify key challenges and opportunities for advancing the state of the art in generalization in MOT and counting.
We present a new benchmark dataset, Sapsucker Woods 60 (SSW60), for advancing research on audiovisual fine-grained categorization. While our community has made great strides in fine-grained visual categorization on images, the counterparts in audio and video fine-grained categorization are relatively unexplored. To encourage advancements in this space, we have carefully constructed the SSW60 dataset to enable researchers to experiment with classifying the same set of categories in three different modalities: images, audio, and video. The dataset covers 60 species of birds and is comprised of images from existing datasets, and brand new, expert curated audio and video datasets. We thoroughly benchmark audiovisual classification performance and modality fusion experiments through the use of state-of-the-art transformer methods. Our findings show that performance of audiovisual fusion methods is better than using exclusively image or audio based methods for the task of video classification. We also present interesting modality transfer experiments, enabled by the unique construction of SSW60 to encompass three different modalities. We hope the SSW60 dataset and accompanying baselines spur research in this fascinating area.
We advance sketch research to scenes with the first dataset of freehand scene sketches, FSCOCO. With practical applications in mind, we collect sketches that convey well scene content but can be sketched within a few minutes by a person with any sketching skills. Our dataset comprises 10,000 freehand scene vector sketches with per point space-time information by 100 non-expert individuals, offering both object- and scene-level abstraction. Each sketch is augmented with its text description. Using our dataset, we study for the first time the problem of fine-grained image retrieval from freehand scene sketches and sketch captions. We draw insights on: (i) Scene salience encoded in sketches using the strokes temporal order; (ii) Performance comparison of image retrieval from a scene sketch and an image caption; (iii) Complementarity of information in sketches and image captions, as well as the potential benefit of combining the two modalities. In addition, we extend a popular vector sketch LSTM-based encoder to handle sketches with larger complexity than was supported by previous work. Namely, we propose a hierarchical sketch decoder, which we leverage at a sketch-specific “pretext” task. Our dataset enables for the first time research on freehand scene sketch understanding and its practical applications. We will release the dataset upon acceptance.
Panoramic images have become increasingly popular as omnidirectional panoramic technology has advanced. Many datasets and works resort to object detection to better understand the content of the panoramic image. These datasets and detectors use a Bounding Field of View (BFoV) as a bounding box in panoramic images. However, we observe that the object instances in panoramic images often appear with arbitrary orientations. It indicates that BFoV as a bounding box is inappropriate, limiting the performance of detectors. This paper proposes a new bounding box representation, Rotated Bounding Field of View (RBFoV), for the panoramic image object detection task. Then, based on the RBFoV, we present a PANoramic Detection dataset for Object with oRientAtion (PANDORA). Finally, based on PANDORA, we evaluate the current state-of-the-art panoramic image object detection methods and design an anchor-free object detector called R-CenterNet for panoramic images. Compared with these baselines, our R-CenterNet shows its advantages in terms of detection performance. Our PANDORA dataset and source code are available at https://github.com/tdsuper/SphericalObjectDetection.
We present StyleBabel, a unique open access dataset of natural language captions and free-form tags describing the artistic style of over 135K digital artworks, collected via a novel participatory method from experts studying at specialist art and design schools. StyleBabel was collected via an iterative method, inspired by ‘Grounded Theory’: a qualitative approach that enables annotation while co-evolving a shared language for fine-grained artistic style attribute description. We demonstrate several downstream tasks for StyleBabel, adapting the recent ALADIN architecture for fine-grained style similarity, to train cross-modal embeddings for: 1) free-form tag generation; 2) natural language description of artistic style; 3) fine-grained text search of style. To do so, we extend ALADIN with recent advances in Visual Transformer (ViT) and cross-modal representation learning, achieving a state of the art accuracy in fine-grained style retrieval.
Machine learning is transforming the video editing industry. Recent advances in computer vision have leveled-up video editing tasks such as intelligent reframing, rotoscoping, color grading, or applying digital makeups. However, most of the solutions have focused on video manipulation and VFX. This work introduces the Anatomy of Video Editing, a dataset, and benchmark, to foster research in AI-assisted video editing. Our benchmark suite focuses on video editing tasks, beyond visual effects, such as automatic footage organization and assisted video assembling. To enable research on these fronts, we annotate more than 1.5M tags, with relevant concepts to cinematography, from 196176 shots sampled from movie scenes. We establish competitive baseline methods and detailed analyses for each of the tasks. We hope our work sparks innovative research towards underexplored areas of AI-assisted video editing.