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Jonathan Brokman, Omer Hofman, Roman Vainshtein, Amit Giloni, Toshiya Shimizu, Inderjeet Singh, Oren Rachmil, Alon Zolfi, Asaf Shabtai, Yuki Unno 等

Diffusion models, which revolutionized image generation, are facing challenges related to intellectual property. These challenges arise when a generated image is influenced by one or more copyrighted images from the training data. Hence, pinpointing influential images from the training dataset, a task known as data attribution, becomes crucial for the clarity of content origins. We introduce MONTAGE, a pioneering data attribution method. Unlike existing approaches that overlook the internal workings of the training process, MONTAGE integrates a novel technique to monitor generations throughout the training via internal model representations. It is tailored for customized diffusion models, where training access is a practical assumption. This approach, coupled with a new loss function, enables enhanced accuracy as well as granularity of the attributions. The advantage of MONTAGE is evaluated in two granularity levels: Semantic concept (including mix-concept images) and individual image, showing promising results. This underlines MONTAGE's role towards solving copyright concerns in AI-generated digital art and media while enriching the understanding of the generative process.

Andrei Atanov, Rishubh Singh, Jiawei Fu, Isabella Yu, Andrew Spielberg, Amir Zamir

A de facto standard in computer vision is to use a high-resolution camera for solving problems and choosing the placement of that camera (i.e., position and orientation) by human intuition. On the other hand, nature provides contrasting examples, wherein extremely simple, well-designed visual sensors allow for diverse and capable dynamic behaviors~\cite{landanimal2012}. In this work, motivated by these examples, we raise the following questions: \textit{1)} can very simple visual sensors solve computer vision tasks, and \textit{2)} what role does the design play in their effectiveness? We explore sensors of resolutions as low as 1x1, representing a single photoreceptor. %\textit{photoreceptor}. First, we demonstrate that just a few photoreceptors can be enough to solve tasks such as visual navigation and dynamical control with performance similar to a high-resolution camera. Second, we show that the design of these simple visual sensors plays a crucial role in their ability to provide useful information. To find a well-performing design for a given task, we present a \textit{computational design optimization} algorithm and demonstrate its effectiveness across different tasks and domains. Finally, we conduct a human study showing that, in most cases, the computational approach is superior to manual human design in finding optimal visual sensor designs, especially for simple and consequently less intuitive sensors.

Dilxat Muhtar, Zhenshi Li, Feng Gu, Xueliang Zhang, Pengfeng Xiao

The revolutionary capabilities of large language models (LLMs) have paved the way for multimodal large language models (MLLMs) and fostered diverse applications across various specialized domains. In the remote sensing (RS) field, however, the diverse geographical landscapes and varied objects in RS imagery are not adequately considered in recent MLLM endeavors. To bridge this gap, we construct a large-scale RS image-text dataset, LHRS-Align, and an informative RS-specific instruction dataset, LHRS-Instruct, leveraging the extensive volunteered geographic information (VGI) and globally available RS images. Building on this foundation, we introduce LHRS-Bot, an MLLM tailored for RS image understanding through a novel multi-level vision-language alignment strategy and a curriculum learning method. Additionally, we introduce LHRS-Bench, a benchmark for thoroughly evaluating MLLMs’ abilities in RS image understanding. Comprehensive experiments demonstrate that LHRS-Bot exhibits a profound understanding of RS images and the ability to perform nuanced reasoning within the RS domain.

Jian Yang, Jiakun Li, Guoming Li, Huaiyu Wu, Zhen Shen, Zhaoxin Fan

Multi-view hand reconstruction is a critical task for applications in virtual reality and human-computer interaction, but it remains a formidable challenge. Although existing multi-view hand reconstruction methods achieve remarkable accuracy, they typically come with an intensive computational burden that hinders real-time inference. To this end, we propose MLPHand, a novel method designed for real-time multi-view single hand reconstruction. MLPHand consists of two primary modules: (1) a lightweight MLP-based Skeleton2Mesh model that efficiently recovers hand meshes from hand skeletons, and (2) a multi-view geometry feature fusion prediction module that enhances the Skeleton2Mesh model with detailed geometric information from multiple views. Experiments on three widely used datasets demonstrate that MLPHand can reduce computational complexity by 90% while achieving comparable reconstruction accuracy to existing state-of-the-art baselines.

Sogand Salehi, Mahdi Shafiei, Roman Bachmann, Teresa Yeo, Amir Zamir

Personalized image generation involves creating images aligned with an individual’s visual preference. Current generative models are, however, tuned to produce outputs that appeal to a broad audience, and personalization to individual users' visual preferences relies on iterative and manual prompt engineering by the user, which is neither time-efficient nor scalable. We propose to personalize the image generation process by first inviting users to comment on a small selection of images, explaining why they like or dislike each. Based on these comments, we infer a user’s liked and disliked visual attributes, i.e., their visual preference, using a large language model. These attributes are used to guide a text-to-image model toward producing images that are personalized towards the individual user's visual preference. Through a series of user tests and large language model guided evaluations, we demonstrate that our proposed method results in generations that are well aligned with individual users' visual preferences.

Yaoting Wang, Peiwen Sun, Yuanchao Li, Honggang Zhang, Di Hu

The Audio-Visual Segmentation (AVS) task aims to segment sounding objects in the visual space using audio cues. However, in this work, it is recognized that previous AVS methods show a heavy reliance on detrimental segmentation preferences related to audible objects, rather than precise audio guidance. We argue that the primary reason is that audio lacks robust semantics compared to vision, especially in multi-source sounding scenes, resulting in weak audio guidance over the visual space. Motivated by the the fact that text modality is well explored and contains rich abstract semantics, we propose leveraging text cues from the visual scene to enhance audio guidance with the semantics inherent in text. Our approach begins by obtaining scene descriptions through an off-the-shelf image captioner and prompting a frozen large language model to deduce potential sounding objects as text cues. Subsequently, we introduce a novel semantics-driven audio modeling module with a dynamic mask to integrate audio features with text cues, leading to representative sounding object features. These features not only encompass audio cues but also possess vivid semantics, providing clearer guidance in the visual space. Experimental results on AVS benchmarks validate that our method exhibits enhanced sensitivity to audio when aided by text cues, achieving highly competitive performance on all three subsets.

Gabriele Berton, Lorenz Junglas, Riccardo Zaccone, Thomas Pollok, Barbara Caputo, Carlo Masone

Mesh-based scene representation offers a promising direction for simplifying large-scale hierarchical visual localization pipelines combining a visual place recognition step based on global features (retrieval) and a visual localization step based on local features. While existing work demonstrates the viability of meshes for visual localization, the impact of using synthetic databases rendered from them in visual place recognition remains largely unexplored. In this work we investigate using dense 3D textured meshes for large-scale Visual Place Recognition (VPR) and identify a significant performance drop when using synthetic mesh-based databases compared to real-world images for retrieval. To address this, we propose MeshVPR, a novel VPR pipeline that utilizes a lightweight features alignment framework to bridge the gap between real-world and synthetic domains. MeshVPR leverages pre-trained VPR models and it is efficient and scalable for city-wide deployments. We introduce novel datasets with freely available 3D meshes and manually collected queries from Berlin, Paris, and Melbourne. Extensive evaluations demonstrate that MeshVPR achieves competitive performance with standard VPR pipelines, paving the way for mesh-based localization systems. Our contributions include the new task of citywide mesh-based VPR, the new benchmark datasets, MeshVPR, and a thorough analysis of open challenges.

Charig Yang, Weidi Xie, Andrew ZISSERMAN

Our objective is to discover and localize monotonic temporal changes in a sequence of images. To achieve this, we exploit a simple proxy task of ordering a shuffled image sequence, with `time' serving as a supervisory signal since only changes that are monotonic with time can give rise to the correct ordering. We also introduce a flexible transformer-based model for general-purpose ordering of image sequences of arbitrary length with built-in attribution maps. After training, the model successfully discovers and localizes monotonic changes while ignoring cyclic and stochastic ones. We demonstrate applications of the model in multiple video settings covering different scene and object types, discovering both object-level and environmental changes in unseen sequences. We also demonstrate that the attention-based attribution maps function as effective prompts for segmenting the changing regions, and that the learned representations can be used for downstream applications. Finally, we show that the model achieves the state of the art on standard benchmarks for ordering a set of images.

tianyu zhang, Guocheng Qian, Jin Xie, Jian Yang

Point cloud frame interpolation is a challenging task that involves accurate scene flow estimation across frames and maintaining the geometry structure. Prevailing techniques often rely on pre-trained motion estimators or intensive testing-time optimization, resulting in compromised interpolation accuracy or prolonged inference. This work presents FastPCI that introduces Pyramid Convolution-Transformer architecture for point cloud frame interpolation. Our hybrid Convolution-Transformer improves the local and long-range feature learning, while the pyramid network offers multilevel features and reduces the computation. In addition, FastPCI proposes a unique Dual-Direction Motion-Structure block for more accurate scene flow estimation. Our design is motivated by two facts: (1) accurate scene flow preserves 3D structure, and (2) point cloud at the previous timestep should be reconstructable using reverse motion from future timestep. Extensive experiments show that FastPCI significantly outperforms the state-of-the-art PointINet and NeuralPCI with notable gains (26.6% and 18.3% reduction in Chamfer Distance in KITTI), while being more than 10x and 600x faster, respectively.

Haoliang Meng, Xiaopeng Hong, Chenhao Wang, Miao Shang, Wangmeng Zuo

Multi-modal crowd counting involves estimating crowd density from both visual and thermal/depth images. This task is challenging due to the significant gap between these distinct modalities. In this paper, we propose a novel approach by introducing an auxiliary broker modality and on this basis frame the task as a triple-modal learning problem. We devise a fusion-based method to generate this broker modality, leveraging a non-diffusion, lightweight counterpart of modern denoising diffusion-based fusion models. Additionally, we identify and address the ghosting effect caused by direct cross-modal image fusion in multi-modal crowd counting. Through extensive experimental evaluations on popular multi-modal crowd counting datasets, we demonstrate the effectiveness of our method, which introduces only 4 million additional parameters, yet achieves promising results. We will release the source code upon the acceptance of the paper.

Haoran Li, Haolin Shi, Wenli Zhang, Wenjun Wu, Yong Liao, LIN WANG, Lik-Hang Lee, Peng Yuan Zhou

Text-to-3D scene generation holds immense potential for the gaming, film, and architecture sectors, increasingly capturing the attention of both academic and industry circles. Despite significant progress, current methods still struggle with maintaining high quality, consistency, and editing flexibility. In this paper, we propose DreamScene, a 3D Gaussian-based novel text-to-3D scene generation framework that leverages Formation Pattern Sampling (FPS) for core structuring, augmented with a strategic camera sampling and supported by holistic object-environment integration to overcome these hurdles. FPS, guided by the formation patterns of 3D objects, employs multi-timesteps sampling to quickly form semantically rich, high-quality representations, uses 3D Gaussian filtering for optimization stability, and leverages reconstruction techniques to generate plausible textures. The camera sampling strategy incorporates a progressive three-stage approach, specifically designed for both indoor and outdoor settings, to effectively ensure scene-wide 3D consistency. DreamScene enhances scene editing flexibility by combining objects and environments, enabling targeted adjustments. Extensive experiments showcase DreamScene's superiority over current state-of-the-art techniques, heralding its wide-ranging potential for diverse applications. Our project code will be made publicly available.

Yaoting Wang, Peiwen Sun, Dongzhan Zhou, Guangyao Li, Honggang Zhang, Di Hu

Traditional reference segmentation tasks have predominantly focused on silent visual scenes, neglecting the integral role of multimodal perception and interaction in human experiences. In this work, we introduce a novel task called Reference Audio-Visual Segmentation (Ref-AVS), which seeks to segment objects within the visual domain based on expressions containing multimodal cues. Such expressions are articulated in natural language forms but are enriched with multimodal cues, including audio and visual descriptions. To facilitate this research, we construct the first Ref-AVS benchmark, which provides pixel-level annotations for objects described in corresponding multimodal-cue expressions. To tackle the Ref-AVS task, we propose a new method that adequately utilizes multimodal cues to offer precise segmentation guidance. Finally, we conduct quantitative and qualitative experiments on three test subsets to compare our approach with existing methods from related tasks. The results demonstrate the effectiveness of our method, highlighting its capability to precisely segment objects using multimodal-cue expressions.

Tianhe Wu, Kede Ma, Jie Liang, Yujiu Yang, Yabin Zhang

While Multimodal Large Language Models (MLLMs) have experienced significant advancement on visual understanding and reasoning, the potential they hold as powerful, flexible and text-driven models for Image Quality Assessment (IQA) remains largely unexplored. In this paper, we conduct a comprehensive study of prompting MLLMs for IQA at the system level. Specifically, we first investigate nine system-level prompting methods for MLLMs as the combinations of three standardized testing procedures in psychophysics (i.e., the single-stimulus, double-stimulus, and multiple-stimulus methods) and three popular prompting tricks in natural language processing (i.e., standard, in-context, and chain-of-thought prompting). We then propose a difficult sample selection procedure, taking into account sample diversity and human uncertainty, to further challenge MLLMs coupled with the respective optimal prompting methods identified in the previous step. In our experiments, we assess three open-source and one close-source MLLMs on several visual attributes of image quality (e.g., structural and textural distortions, color differences, and geometric transformations) under both full-reference and no-reference settings, and gain valuable insights into the development of better MLLMs for IQA.

Zijie Jiang, Tianhan Xu, Hiroharu Kato

Multi-view 3D surface reconstruction using neural implicit representations has made notable progress by modeling the geometry and view-dependent radiance fields within a unified framework. However, their effectiveness in reconstructing objects with specular or complex surfaces is typically biased by the directional parameterization used in their view-dependent radiance network. Viewing direction and reflection direction are the two most commonly used directional parameterizations but have their own limitations. Typically, utilizing the viewing direction usually struggles to correctly decouple the geometry and appearance of objects with highly specular surfaces, while using the reflection direction tends to yield overly smooth reconstructions for concave or complex structures. In this paper, we analyze their failed cases in detail and propose a novel hybrid directional parameterization to address their limitations in a unified form. Extensive experiments demonstrate the proposed hybrid directional parameterization consistently delivered satisfactory results in reconstructing objects with a wide variety of materials, geometry and appearance, whereas using other directional parameterizations faces challenges in reconstructing certain objects. Moreover, the proposed hybrid directional parameterization is nearly parameter-free and can be effortlessly applied in any existing neural surface reconstruction method.

Silvio Galesso, Philipp Schröppel, Hssan Driss, Thomas Brox

In recent years, research on out-of-distribution (OoD) detection for semantic segmentation has mainly focused on road scenes -- a domain with a constrained amount of semantic diversity. In this work, we challenge this constraint and extend the domain of this task to general natural images. To this end, we introduce: 1. the ADE-OoD benchmark, which is based on the ADE20k dataset and includes images from diverse domains with a high semantic diversity, and 2. a novel approach that uses Diffusion score matching for OoD detection (DOoD) and is robust to the increased semantic diversity. ADE-OoD features indoor and outdoor images, defines 150 semantic categories as in-distribution, and contains a variety of OoD objects. For DOoD, we train a diffusion model with an MLP architecture on semantic in-distribution embeddings and build on the score matching interpretation to compute pixel-wise OoD scores at inference time. On common road scene OoD benchmarks, DOoD performs on par or better than the state of the art, without using outliers for training or making assumptions about the data domain. On ADE-OoD, DOoD outperforms previous approaches, but leaves much room for future improvements.

Jiafeng Mao, Xueting Wang, Kiyoharu Aizawa

Text-to-image diffusion models allow users control over the content of generated images. Still, text-to-image generation occasionally leads to generation failure requiring users to generate dozens of images under the same text prompt before they obtain a satisfying result. We formulate the lottery ticket hypothesis in denoising: randomly initialized Gaussian noise images contain special pixel blocks (winning tickets) that naturally tend to be denoised into specific content independently. The generation failure in standard text-to-image synthesis is caused by the gap between optimal and actual spatial distribution of winning tickets in initial noisy images. To this end, we implement semantic-driven initial image construction creating initial noise from known winning tickets for each concept mentioned in the prompt. We conduct a series of experiments that verify the properties of winning tickets and demonstrate that the winning tickets have generalizability across images and prompts. Our results show that aggregated winning tickets effectively induce the model to spontaneously generate the object at the corresponding location.

Mengyu Wang, Yuyao Huang, Henghui Ding, Xinlong Wang, Tiejun Huang, Yao Zhao, Yunchao Wei, Shuicheng Yan

We explore an innovative region-based visual token representation and present the REgion-native AutoencoDER ("Reader"). In contrast to the majority of previous methods, which represent each image as a grid-shaped tokens map, "Reader" perceives each image into sequential region-based tokens, with each token corresponding to an object or one part of an object in the image. Specifically, "Reader" comprises both an encoder and a decoder. The encoder can partition each image into an adaptive number of arbitrary-shaped regions and encode each region into a token. Subsequently, the decoder utilizes this adaptive-length token sequence to reconstruct the original image. Experimental results demonstrate that such region-based token representation possesses two main notable characteristics. Firstly, it achieves highly efficient image encoding. "Reader" can adaptively use more regions to represent complex areas and fewer regions in simpler ones, thus avoiding information redundancy. Consequently, it achieves superior reconstruction fidelity compared to previous methods, despite using significantly fewer tokens for each image. Secondly, the region-based manner enables manipulation on a local region without causing global changes. As a result, "Reader" inherently supports diverse image editing operations, including erasing, adding, replacing, and modifying shapes on the objects, and achieves excellent performance in the image editing benchmark of smile transferring. Codes will be provided for reproducibility.

Kangqi Ma, Hao Dong, Yadong Mu

This paper addresses the challenge of robotic grasping of general objects. Similar to prior research, the task reads a single-view 3D observation (i.e., point clouds) captured by a depth camera as input. Crucially, the success of object grasping highly demands a comprehensive understanding of the shape of objects within the scene. However, single-view observations often suffer from occlusions (including both self and inter-object occlusions), which lead to gaps in the point clouds, especially in complex cluttered scenes. This renders incomplete perception of the object shape and frequently causes failures or inaccurate pose estimation during object grasping. In this paper, we tackle this issue with an effective albeit simple solution, namely completing grasping-related scene regions through local occupancy prediction. Following prior practice, the proposed model first runs by proposing a number of most likely grasp points in the scene. Around each grasp point, a module is designed to infer any voxel in its neighborhood to be either void or occupied by some object. Importantly, the occupancy map is inferred by fusing both local and global cues. We implement a multi-group tri-plane scheme for efficiently aggregating long-distance contextual information. The model further estimates 6-DoF grasp poses utilizing the local occupancy-enhanced object shape information and returns the top-ranked grasp proposal. Comprehensive experiments on both the large-scale GraspNet-1Billion benchmark and real robotic arm demonstrate that the proposed method can effectively complete the unobserved parts in cluttered and occluded scenes. Benefiting from the occupancy-enhanced feature, our model clearly outstrips other competing methods under various performance metrics such as grasping average precision.

Lorenzo Vaquero, Yihong XU, Xavier Alameda-Pineda, Victor M. Brea, Manuel Mucientes

Multi-object tracking (MOT) endeavors to precisely estimate the positions and identities of multiple objects over time. The prevailing approach, tracking-by-detection (TbD), first detects objects and then links detections, resulting in a simple yet effective method. However, contemporary detectors may occasionally miss some objects in certain frames, causing trackers to cease tracking prematurely. To tackle this issue, we propose BUSCA, meaning 'to search', a versatile framework compatible with any online TbD system, enhancing its ability to persistently track those objects missed by the detector, primarily due to occlusions. Remarkably, this is accomplished without modifying past tracking results or accessing future frames, i.e., in a fully online manner. BUSCA generates proposals based on neighboring tracks, motion, and learned tokens. Utilizing a decision Transformer that integrates multimodal visual and spatiotemporal information, it addresses the object-proposal association as a multi-choice question-answering task. BUSCA is trained independently of the underlying tracker, solely on synthetic data, without requiring fine-tuning. Through BUSCA, we showcase consistent performance enhancements across five different trackers and establish a new state-of-the-art baseline across three different benchmarks. We will publicly release the code to facilitate its integration into future MOT methods.

Linus Härenstam-Nielsen, Lu Sang, Abhishek Saroha, Nikita Araslanov, Daniel Cremers

Fitting neural implicit surfaces to point clouds is typically done by encouraging the network output to equal zero on the point cloud. Yet, since the underlying shape metric is not symmetric, previous methods are susceptible to spurious surfaces. We theoretically analyze the predominant approach for dealing with spurious surfaces, and show that it is equivalent to regularizing the surface area, leading to over-smoothing. To address these shortcomings, we propose a novel loss function corresponding to the symmetric Chamfer distance. It assures both that that the points are near the surface and that the surface is near the points. Our approach reliably recovers a high level of shape detail and eliminates spurious surfaces without the need for additional regularization. To make our approach more practical, we further propose an efficient method for uniformly sampling point batches from the implicit surface. The full implementation of our method and experiments is provided in the supplemental material and will be publicly released upon acceptance.