A table arranging data in rows and columns is a very effective data structure, which has been widely used in business and scientific research. Considering large-scale tabular data in online and offline documents, automatic table recognition has attracted increasing attention from the document analysis community. Though human can easily understand the structure of tables, it remains a challenge for machines to understand that, especially due to a variety of different table layouts and styles. Existing methods usually model a table as either the markup sequence or the adjacency matrix between different table cells, failing to address the importance of the logical location of table cells, e.g., a cell is located in the first row and the second column of the table. In this paper, we reformulate the problem of table structure recognition as the table graph reconstruction, and propose an end-to-end trainable table graph reconstruction network (TGRNet) for table structure recognition. Specifically, the proposed method has two main branches, a cell detection branch and a cell logical location branch, to jointly predict the spatial location and the logical location of different cells. Experimental results on three popular table recognition datasets and a new dataset with table graph annotations (TableGraph-350K) demonstrate the effectiveness of the proposed TGRNet for table structure recognition. Code and annotations will be made publicly available.
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Semantic labelling is highly correlated with geometry and radiance reconstruction, as scene entities with similar shape and appearance are more likely to come from similar classes. Recent implicit neural reconstruction techniques are appealing as they do not require prior training data, but the same fully self-supervised approach is not possible for semantics because labels are human-defined properties. We extend neural radiance fields (NeRF) to jointly encode semantics with appearance and geometry, so that complete and accurate 2D semantic labels can be achieved using a small amount of in-place annotations specific to the scene. The intrinsic multi-view consistency and smoothness of NeRF benefit semantics by enabling sparse labels to efficiently propagate. We show the benefit of this approach when labels are either sparse or very noisy in room-scale scenes. We demonstrate its advantageous properties in various interesting applications such as an efficient scene labelling tool, novel semantic view synthesis, label denoising, super-resolution, label interpolation and multi-view semantic label fusion in visual semantic mapping systems.
Capsule Networks (CapsNets) create internal representations by parsing inputs into various instances at different resolution levels via a two-phase process -- part-whole transformation and hierarchical component routing. Since both of these internal phases are computationally expensive, CapsNets have not found wider use. Existing variations of CapsNets mainly focus on performance comparison with the original CapsNet, and have not outperformed CNN-based models on complex tasks. To address the limitations of the existing CapsNet structures, we propose a novel Prediction-Tuning Capsule Network (PT-CapsNet), and also introduce fully connected PT-Capsules (FC-PT-Caps) and locally connected PT-Capsules (LC-PT-Caps). Different from existing CapsNet structures, our proposed model (i) allows the use of capsules for more difficult vision tasks and provides wider applicability; and (ii) provides better than or comparable performance to CNN-based baselines on these complex tasks. In our experiments, we show robustness to affine transformations, as well as the lightweight and scalability of PT-CapsNet via constructing larger and deeper networks and performing comparisons on classification, semantic segmentation and object detection tasks. The results show consistent performance improvement and significant parameter reduction compared to various baseline models. Code is available at https://github.com/Christinepan881/PT-CapsNet.git.
SmartShadow is a deep learning application for digital painting artists to draw shadows on line drawings, with three proposed tools. (1) Shadow brush: artists can draw scribbles to coarsely indicate the areas inside or outside their wanted shadows, and the application will generate the shadows in real-time. (2) Shadow boundary brush: this brush can precisely control the boundary of any specific shadow. (3) Global shadow generator: this tool can estimate the global shadow direction from input brush scribbles, and then consistently propagate local shadows to the entire image. These three tools can not only speed up the shadow drawing process (by 3.1 times as experiments validate), but also allow for the flexibility to achieve various shadow effects and facilitate richer artistic creations. To this end, we train Convolutional Neural Networks (CNNs) with a collected large-scale dataset of both real and synthesized data, and especially, we collect 1670 shadow samples drawn by real artists. Both qualitative analysis and user study show that our approach can generate high-quality shadows that are practically usable in the daily works of digital painting artists. We present 30 additional results and 15 visual comparisons in the supplementary materiel.
As a representative of multiple kernel clustering (MKC), simple multiple kernel k-means (SimpleMKKM) is recently put forward to boosting the clustering performance by optimally fusing a group of pre-specified kernel matrices. Despite achieving significant improvement in a variety of applications, we find out that SimpleMKKM could indiscriminately force all sample pairs to be equally aligned with the same ideal similarity. As a result, it does not sufficiently take the variation of samples into consideration, leading to unsatisfying clustering performance. To address these issues, this paper proposes a novel MKC algorithm with a "local" kernel alignment, which only requires that the similarity of a sample to its k-nearest neighbours be aligned with the ideal similarity matrix. Such an alignment helps the clustering algorithm to focus on closer sample pairs that shall stay together and avoids involving unreliable similarity evaluation for farther sample pairs. After that, we theoretically show that the objective of SimpleMKKM is a special case of this local kernel alignment criterion with normalizing each base kernel matrix. Based on this observation, the proposed localized SimpleMKKM can be readily implemented by existing SimpleMKKM package. Moreover, we conduct extensive experiments on several widely used benchmark datasets to evaluate the clustering performance of localized SimpleMKKM. The experimental results have demonstrated that our algorithm consistently outperforms the state-of-the-art ones, verifying the effectiveness of the proposed local kernel alignment criterion. The code of Localized SimpleMKKM is publicly available at: https://github.com/xinwangliu/LocalizedSMKKM.
We propose generalized convolutional kernels for 3D reconstruction with ConvNets from point clouds. Our method uses multiscale convolutional kernels that can be applied to adaptive grids as generated with octrees. In addition to standard kernels in which each element has a distinct spatial location relative to the center, our elements have a distinct relative location as well as a relative scale level. Making our kernels span multiple resolutions allows us to apply ConvNets to adaptive grids for large problem sizes where the input data is sparse but the entire domain needs to be processed. Our ConvNet architecture can predict the signed and unsigned distance fields for large data sets with millions of input points and is faster and more accurate than classic energy minimization or recent learning approaches. We demonstrate this in a zero-shot setting where we only train on synthetic data and evaluate on the Tanks and Temples dataset of real-world large-scale 3D scenes.
Model compression aims to deploy deep neural networks (DNN) on mobile devices with limited computing and storage resources. However, most of the existing model compression methods rely on manually defined rules, which require domain expertise. DNNs are essentially computational graphs, which contain rich structural information. In this paper, we aim to find a suitable compression policy from DNNs' structural information. We propose an automatic graph encoder-decoder model compression (AGMC) method combined with graph neural networks (GNN) and reinforcement learning (RL). We model the target DNN as a graph and use GNN to learn the DNN's embeddings automatically. We compared our method with rule-based DNN embedding model compression methods to show the effectiveness of our method. Results show that our learning-based DNN embedding achieves better performance and a higher compression ratio with fewer search steps. We evaluated our method on over-parameterized and mobile-friendly DNNs and compared our method with handcrafted and learning-based model compression approaches. On over parameterized DNNs, such as ResNet-56, our method outperformed handcrafted and learning-based methods with 4.36% and 2.56% higher accuracy, respectively. Furthermore, on MobileNet-v2, we achieved a higher compression ratio than state-of-the-art methods with just 0.93% accuracy loss.
D2-Net: Weakly-Supervised Action Localization via Discriminative Embeddings and Denoised Activations
PDF ↗This work proposes a weakly-supervised temporal action localization framework, called D2-Net, which strives to temporally localize actions using video-level supervision. Our main contribution is the introduction of a novel loss formulation, which jointly enhances the discriminability of latent embeddings and robustness of the output temporal class activations with respect to foreground-background noise caused by weak supervision. The proposed formulation comprises a discriminative and a denoising loss term for enhancing temporal action localization. The discriminative term incorporates a classification loss and utilizes a top-down attention mechanism to enhance the separability of latent foreground-background embeddings. The denoising loss term explicitly addresses the foreground-background noise in class activations by simultaneously maximizing intra-video and inter-video mutual information using a bottom-up attention mechanism. As a result, activations in the foreground regions are emphasized whereas those in the background regions are suppressed, thereby leading to more robust predictions. Comprehensive experiments are performed on multiple benchmarks, including THUMOS14 and ActivityNet1.2. Our D2-Net performs favorably in comparison to the existing methods on all datasets, achieving gains as high as 2.3% in terms of mAP at IoU=0.5 on THUMOS14. Source code is available at https://github.com/naraysa/D2-Net.
Temporal action proposal generation is an important and challenging task in video understanding, which aims at detecting all temporal segments containing action instances of interest. The existing proposal generation approaches are generally based on pre-defined anchor windows or heuristic bottom-up boundary matching strategies. This paper presents a simple and efficient framework (RTD-Net) for direct action proposal generation, by re-purposing a Transformer-alike architecture. To tackle the essential visual difference between time and space, we make three important improvements over the original transformer detection framework (DETR). First, to deal with slowness prior in videos, we replace the original Transformer encoder with a boundary attentive module to better capture long-range temporal information. Second, due to the ambiguous temporal boundary and relatively sparse annotations, we present a relaxed matching scheme to relieve the strict criteria of single assignment to each groundtruth. Finally, we devise a three-branch head to further improve the proposal confidence estimation by explicitly predicting its completeness. Extensive experiments on THUMOS14 and ActivityNet-1.3 benchmarks demonstrate the effectiveness of RTD-Net, on both tasks of temporal action proposal generation and temporal action detection. Moreover, due to its simplicity in design, our framework is more efficient than previous proposal generation methods, without non-maximum suppression post-processing. The code and models are made available at https://github.com/MCG-NJU/RTD-Action.
We propose a novel method for reconstructing floor plans from noisy 3D point clouds. Our main contribution is a principled approach that relies on the Monte Carlo Tree Search (MCTS) algorithm to maximize a suitable objective function efficiently despite the complexity of the problem. Like previous work, we first project the input point cloud to a top view to create a density map and extract room proposals from it. Our method selects and optimizes the polygonal shapes of these room proposals jointly to fit the density map and outputs an accurate vectorized floor map even for large complex scenes. To do this, we adapted MCTS, an algorithm originally designed to learn to play games, to select the room proposals by maximizing an objective function combining the fitness with the density map as predicted by a deep network and regularizing terms on the room shapes. We also introduce a refinement step to MCTS that adjusts the shape of the room proposals. For this step, we propose a novel differentiable method for rendering the polygonal shapes of these proposals. We evaluate our method on the recent and challenging Structured3D and Floor-SP datasets and show a significant improvement over the state-of-the-art, without imposing any hard constraints nor assumptions on the floor plan configurations.
Deep learning-based methods for video pedestrian detection and tracking require large volumes of training data to achieve good performance. However, data acquisition in crowded public environments raises data privacy concerns -- we are not allowed to simply record and store data without the explicit consent of all participants. Furthermore, the annotation of such data for computer vision applications usually requires a substantial amount of manual effort, especially in the video domain. Labeling instances of pedestrians in highly crowded scenarios can be challenging even for human annotators and may introduce errors in the training data. In this paper, we study how we can advance different aspects of multi-person tracking using solely synthetic data. To this end, we generate MOTSynth, a large, highly diverse synthetic dataset for object detection and tracking using a rendering game engine. Our experiments show that MOTSynth can be used as a replacement for real data on tasks such as pedestrian detection, re-identification, segmentation, and tracking.
Autonomous navigation requires structured representation of the road network and instance-wise identification of the other traffic agents. Since the traffic scene is defined on the ground plane, this corresponds to scene understanding in the bird's-eye-view (BEV). However, the onboard cameras of autonomous cars are customarily mounted horizontally for a better view of the surrounding, making this task very challenging. In this work, we study the problem of extracting a directed graph representing the local road network in BEV coordinates, from a single onboard camera image. Moreover, we show that the method can be extended to detect dynamic objects on the BEV plane. The semantics, locations, and orientations of the detected objects together with the road graph facilitates a comprehensive understanding of the scene. Such understanding becomes fundamental for the downstream tasks, such as path planning and navigation. We validate our approach against powerful baselines and show that our network achieves superior performance. We also demonstrate the effects of various design choices through ablation studies.
Gait benchmarks empower the research community to train and evaluate high-performance gait recognition systems. Even though growing efforts have been devoted to cross-view recognition, academia is restricted by current existing databases captured in the controlled environment. In this paper, we contribute a new benchmark for Gait REcognition in the Wild (GREW). The GREW dataset is constructed from natural videos, which contains hundreds of cameras and thousands of hours streams in open systems. With tremendous manual annotations, the GREW consists of 26K identities and 128K sequences with rich attributes for unconstrained gait recognition. Moreover, we add a distractor set of over 233K sequences, making it more suitable for real-world applications. Compared with prevailing predefined cross-view datasets, the GREW has diverse and practical view variations, as well as more natural challenging factors. To the best of our knowledge, this is the first large-scale dataset for gait recognition in the wild. Equipped with this benchmark, we dissect the unconstrained gait recognition problem. Representative appearance-based and model-based methods are explored, and comprehensive baselines are established. Experimental results show (1) The proposed GREW benchmark is necessary for training and evaluating gait recognizer in the wild. (2) For state-of-the-art gait recognition approaches, there is a lot of room for improvement. (3) The GREW benchmark can be used as effective pre-training for controlled gait recognition. Benchmark website is https://www.grew-benchmark.org/.
We aim at improving the computational efficiency of graph convolutional networks (GCNs) for learning on point clouds. The basic graph convolution that is composed of a K-nearest neighbor (KNN) search and a multilayer perceptron (MLP) is examined. By mathematically analyzing the operations there, two findings to improve the efficiency of GCNs are obtained. (1) The local geometric structure information of 3D representations propagates smoothly across the GCN that relies on KNN search to gather neighborhood features. This motivates the simplification of multiple KNN searches in GCNs. (2) Shuffling the order of graph feature gathering and an MLP leads to equivalent or similar composite operations. Based on those findings, we optimize the computational procedure in GCNs. A series of experiments show that the optimized networks have reduced computational complexity, decreased memory consumption, and accelerated inference speed while maintaining comparable accuracy for learning on point clouds.
We propose three novel solvers for estimating the relative pose of a multi-camera system from affine correspondences (ACs). A new constraint is derived interpreting the relationship of ACs and the generalized camera model. Using the constraint, we demonstrate efficient solvers for two types of motions assumed. Considering that the cameras undergo planar motion, we propose a minimal solution using a single AC and a solver with two ACs to overcome the degenerate case. Also, we propose a minimal solution using two ACs with known vertical direction, e.g., from an IMU. Since the proposed methods require significantly fewer correspondences than state-of-the-art algorithms, they can be efficiently used within RANSAC for outlier removal and initial motion estimation. The solvers are tested both on synthetic data and on real-world scenes from the KITTI odometry benchmark. It is shown that the accuracy of the estimated poses is superior to the state-of-the-art techniques.
Accurate video understanding involves reasoning about the relationships between actors, objects and their environment, often over long temporal intervals. In this paper, we propose a message passing graph neural network that explicitly models these spatio-temporal relations and can use explicit representations of objects, when supervision is available, and implicit representations otherwise. Our formulation generalises previous structured models for video understanding, and allows us to study how different design choices in graph structure and representation affect the model's performance. We demonstrate our method on two different tasks requiring relational reasoning in videos -- spatio-temporal action detection on AVA and UCF101-24, and video scene graph classification on the recent Action Genome dataset -- and achieve state-of-the-art results on all three datasets. Furthermore, we show quantitatively and qualitatively how our method is able to more effectively model relationships between relevant entities in the scene.
Despite recent advancements in single-domain or single-object image generation, it is still challenging to generate complex scenes containing diverse, multiple objects and their interactions. Scene graphs, composed of nodes as objects and directed-edges as relationships among objects, offer an alternative representation of a scene that is more semantically grounded than images. We hypothesize that a generative model for scene graphs might be able to learn the underlying semantic structure of real-world scenes more effectively than images, and hence, generate realistic novel scenes in the form of scene graphs. In this work, we explore a new task for the unconditional generation of semantic scene graphs. We develop a deep auto-regressive model called SceneGraphGen which can directly learn the probability distribution over labelled and directed graphs using a hierarchical recurrent architecture. The model takes a seed object as input and generates a scene graph in a sequence of steps, each step generating an object node, followed by a sequence of relationship edges connecting to the previous nodes. We show that the scene graphs generated by SceneGraphGen are diverse and follow the semantic patterns of real-world scenes. Additionally, we demonstrate the application of the generated graphs in image synthesis, anomaly detection and scene graph completion.
We tackle object category discovery, which is the problem of discovering and localizing novel objects in a large unlabeled dataset. While existing methods show results on datasets with less cluttered scenes and fewer object instances per image, we present our results on the challenging COCO dataset. Moreover, we argue that, rather than discovering new categories from scratch, discovery algorithms can benefit from identifying what is already known and focusing their attention on the unknown. We propose a method that exploits prior knowledge about certain object types to discover new categories by leveraging two memory modules, namely Working and Semantic memory. We show the performance of our detector on the COCO minival dataset to demonstrate its in-the-wild capabilities.
In a typical multi-label setting, a picture contains on average few positive labels, and many negative ones. This positive-negative imbalance dominates the optimization process, and can lead to under-emphasizing gradients from positive labels during training, resulting in poor accuracy. In this paper, we introduce a novel asymmetric loss (""ASL""), which operates differently on positive and negative samples. The loss enables to dynamically down-weights and hard-thresholds easy negative samples, while also discarding possibly mislabeled samples. We demonstrate how ASL can balance the probabilities of different samples, and how this balancing is translated to better mAP scores. With ASL, we reach state-of-the-art results on multiple popular multi-label datasets: MS-COCO, Pascal-VOC, NUS-WIDE and Open Images. We also demonstrate ASL applicability for other tasks, such as single-label classification and object detection. ASL is effective, easy to implement, and does not increase the training time or complexity. Implementation is available at: https://github.com/Alibaba-MIIL/ASL.
Colorization has attracted increasing interest in recent years. Classic reference-based methods usually rely on external color images for plausible results. A large image database or online search engine is inevitably required for retrieving such exemplars. Recent deep-learning-based methods could automatically colorize images at a low cost. However, unsatisfactory artifacts and incoherent colors are always accompanied. In this work, we aim at recovering vivid colors by leveraging the rich and diverse color priors encapsulated in a pretrained Generative Adversarial Networks (GAN). Specifically, we first "retrieve" matched features (similar to exemplars) via a GAN encoder and then incorporate these features into the colorization process with feature modulations. Thanks to the powerful generative color prior and delicate designs, our method could produce vivid colors with a single forward pass. Moreover, it is highly convenient to obtain diverse results by modifying GAN latent codes. Our method also inherits the merit of interpretable controls of GANs and could attain controllable and smooth transitions by walking through GAN latent space. Extensive experiments and user studies demonstrate that our method achieves superior performance than previous works.