Humans naturally build mental models of object interactions and dynamics, allowing them to imagine how their surroundings will change if they take a certain action. While generative models today have shown impressive results on generating/editing images unconditionally or conditioned on text, current methods do not provide the ability to perform fine-grained object manipulation conditioned on actions, an important tool for world modeling and action planning. Therefore, we propose learning to model interactions through a novel form of visual conditioning: hands. Hands are a natural way to specify control through actions such as grasping, pulling, pushing, etc. Given an input image and a representation of a hand interacting with the scene, our approach, CoSHAND, synthesizes a depiction of what the scene would look like after the interaction has occurred. We show that CoSHAND is able to recover the dynamics of manipulation by learning from large amounts of unlabeled videos of human hands interacting with objects, and leveraging internet-scale latent diffusion model priors. The model demonstrates strong capabilities on a variety of actions and object types beyond the dataset, and the ability to generate multiple possible futures depending on the actions performed. CoSHAND is also able to generalize zero-shot to tasks where the agent is a robot arm rather than a human hand. Our hand-conditioned model has several exciting applications in robotic planning and augmented or virtual reality.
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Weather forecasting requires both deterministic outcomes for immediate decision-making and probabilistic results for assessing uncertainties. However, deterministic models may not fully capture the spectrum of weather possibilities, and probabilistic forecasting can lack the precision needed for specific planning, presenting significant challenges as the field aims for enhance accuracy and reliability. In this paper, we propose the Deterministic Guidance-based Diffusion Model (DGDM) to exploit the benefits of both deterministic and probabilistic weather forecasting models. DGDM integrates a deterministic branch and a diffusion model as a probabilistic branch to improve forecasting accuracy while providing probabilistic forecasting. In addition, we introduce a sequential variance schedule that predicts from the near future to the distant future. Moreover, we present a truncated diffusion by using the result of the deterministic branch to truncate the reverse process of the diffusion model to control uncertainties. We conduct extensive analyses of DGDM on the Moving MNIST. Furthermore, we evaluate the effectiveness of DGDM on the Pacific Northwest Windstorm (PNW)-Typhoon satellite dataset for regional extreme weather forecasting, as well as on the WeatherBench dataset for global weather forecasting dataset. Experimental results show that DGDM achieves state-of-the-art performance not only in global forecasting but also in regional forecasting scenarios. The code is available at: https://github.com/DongGeun-Yoon/DGDM.
A major challenge in autonomous vehicle research is agents behavior modeling, which has critical applications including constructing realistic and reliable simulations for off-board evaluation and motion forecasting of traffic agents for onboard planning. Motion prediction models trained via supervised learning have recently proven effective at modeling agents across many domains. However, these models are subject to distribution shift when deployed at test-time. In this work, we improve the reliability of agent behaviors by closed-loop fine-tuning of behavior models with reinforcement learning. We demonstrate that we can improve overall performance, as well as targeted metrics such as collision rate, on the Waymo Open Sim Agents challenge benchmark. We also introduce a novel policy evaluation ranking benchmark for directly evaluating the ability of sim agents to measure planning quality and demonstrate the effectiveness of our approach on this new benchmark.
In the field of autonomous driving, online High-definition (HD) map construction is crucial for planning tasks. Recent studies have developed several high-performance HD map construction models to meet the demand. However, the point sequences generated by recent HD map construction models are jittery or jagged due to prediction bias and impact subsequent tasks. To mitigate this jitter issue, we propose the Anti-Disturbance Map construction framework (ADMap), which contains Multi-scale Perception Neck (MPN), Instance Interactive Attention (IIA), and Vector Direction Difference Loss (VDDL). By exploring the point sequence relations between and within instances in a cascading manner, our proposed ADMap effectively monitors the point sequence prediction process, and achieves state-of-the-art performance on the nuScenes and Argoverse2 datasets. Extensive results demonstrate its ability to produce stable and reliable map elements in complex and changing driving scenarios.
Long-form video understanding represents a significant challenge within computer vision, demanding a model capable of reasoning over long multi-modal sequences. Motivated by the human cognitive process for long-form video understanding, we emphasize interactive reasoning and planning over the ability to process lengthy visual inputs. We introduce a novel agent-based system, VideoAgent, that employs a large language model as a central agent to iteratively identify and compile crucial information to answer a question, with vision-language foundation models serving as tools to translate and retrieve visual information. Evaluated on the challenging EgoSchema and NExT-QA benchmarks, VideoAgent achieves 54.1% and 71.3% zero-shot accuracy with only 8.4 and 8.2 frames used on average. These results demonstrate superior effectiveness and efficiency of our method over the current state-of-the-art methods, highlighting the potential of agent-based approaches in advancing long-form video understanding.
Track2Act: Predicting Point Tracks from Internet Videos enables Generalizable Robot Manipulation
PDF ↗We seek to learn a generalizable goal-conditioned policy that enables zero-shot robot manipulation — interacting with unseen objects in novel scenes without test-time adaptation. While typical approaches rely on a large amount of demonstration data for such generalization, we propose an approach that leverages web videos to predict plausible interaction plans and learns a task-agnostic transformation to obtain robot actions in the real world. Our framework predicts tracks of how points in an image should move in future time-steps based on a goal, and can be trained with diverse videos on the web including those of humans and robots manipulating everyday objects. We use these 2D track predictions to infer a sequence of rigid transforms of the object to be manipulated, and obtain robot end-effector poses that can be executed in an open-loop manner. We then refine this open-loop plan by predicting residual actions through a closed loop policy trained with a few embodiment-specific demonstrations. We show that this approach of combining scalably learned track prediction with a residual policy requiring minimal in-domain robot-specific data enables zero-shot robot manipulation, and present a wide array of real-world robot manipulation results across unseen tasks, objects, and scenes.
A Cephalometric Landmark Regression Method based on Dual-encoder for High-resolution X-ray Image
PDF ↗Accurate detection of cephalometric landmarks is crucial for orthodontic diagnosis and treatment planning. Current methods rely on a cascading form of multiple models to achieve higher accuracy, which greatly complicates both training and deployment processes. In this paper, we introduce a novel regression paradigm capable of simultaneously detecting all cephalometric landmarks in high-resolution X-ray images. Our approach only utilizes the encoder module from the transformer to design a dual-encoder architecture, enabling precise detection of cephalometric landmark positions from coarse to fine. Specifically, the entire model architecture comprises three main components: a feature extractor module, a reference encoder module, and a finetune encoder module. These components are respectively responsible for feature extraction and fusion for X-ray images, coarse localization of cephalometric landmark, and fine-tuning of cephalometric landmark positioning. Notably, our framework is fully end-to-end differentiable and innately learns to exploit the interdependencies among cephalometric landmarks. Experiments demonstrate that our method significantly surpasses the current state-of-the-art methods in Mean Radical Error (MRE) and the 2mm Success Detection Rate (SDR) metrics, while also reducing computational resource consumption. Our code will be available soon.
Real-world weather conditions are intricate and often occur concurrently. However, most existing restoration approaches are limited in their applicability to specific weather conditions in training data and struggle to generalize to unseen weather types, including real-world weather conditions. To address this issue, we introduce MetaWeather, a universal approach that can handle diverse and novel weather conditions with a single unified model. Extending a powerful meta-learning framework, MetaWeather formulates the task of weather-degraded image restoration as a few-shot adaptation problem that predicts the degradation pattern of a query image, and learns to adapt to unseen weather conditions through a novel spatial-channel matching algorithm. Experimental results on the BID Task II.A, SPA-Data, and RealSnow datasets demonstrate that the proposed method can adapt to unseen weather conditions, significantly outperforming the state-of-the-art multi-weather image restoration methods. Code is available at https://anonymous.4open.science/r/MetaWeather/, and we plan to release the code officially upon acceptance.
Synthesizing semantic-aware, long-horizon, human-object interaction is critical to simulate realistic human behaviors. In this work, we address the challenging problem of generating synchronized object motion and human motion guided by language descriptions in 3D scenes. We propose Controllable Human-Object Interaction Synthesis (CHOIS), an approach that generates object motion and human motion simultaneously using a conditional diffusion model given a language description, initial object and human states, and sparse object waypoints. Here, language descriptions inform style and intent, and waypoints, which can be effectively extracted from high-level planning, ground the motion in the scene. Naively applying a diffusion model fails to predict object motion aligned with the input waypoints; it also cannot ensure the realism of interactions that require precise hand-object and human-floor contact. To overcome these problems, we introduce an object geometry loss as additional supervision to improve the matching between generated object motion and input object waypoints; we also design guidance terms to enforce contact constraints during the sampling process of the trained diffusion model. We demonstrate that our learned interaction module can synthesize realistic human-object interactions, adhering to provided textual descriptions and sparse waypoint conditions. Additionally, our module seamlessly integrates with a path planning module, enabling the generation of long-term interactions in 3D environments.
The diffusion model has been proven a powerful generative model in recent years, yet it remains a challenge in generating visual text. Although existing work has endeavored to enhance the accuracy of text rendering, these methods still suffer from several drawbacks, such as (1) limited flexibility and automation, (2) constrained capability of layout prediction, and (3) restricted diversity. In this paper, we present TextDiffuser-2, aiming to unleash the power of language models for text rendering while taking these three aspects into account. Firstly, we fine-tune a large language model for layout planning. The large language model is capable of automatically generating keywords and placing the text in optimal positions for text rendering. Secondly, we utilize the language model within the diffusion model to encode the position and content of keywords at the line level. Unlike previous methods that employed tight character-level guidance, our approach generates more diverse text images. We conduct extensive experiments and incorporate user studies involving human participants and GPT-4V, validating TextDiffuser-2's capacity to achieve a more rational text layout and generation with enhanced diversity. Furthermore, the proposed methods are compatible with existing text rendering techniques, such as TextDiffuser and GlyphControl, serving to enhance automation and diversity, as well as augment the rendering accuracy. For instance, by using the proposed layout planner, TextDiffuser is capable of rendering text with more aesthetically pleasing line breaks and alignment, meanwhile obviating the need for explicit keyword specification. Furthermore, GlyphControl can leverage the layout planner to achieve diverse layouts without the necessity for user-specified glyph images, and the rendering F-measure can be boosted by 6.51\% when using the proposed layout encoding training technique. The code and model will be available to promote future research.
Vision and language navigation is a task that requires an agent to navigate according to a natural language instruction. Recent methods predict sub-goals on constructed topology map at each step to enable long-term action planning. However, they suffer from high computational cost when attempting to support such high-level predictions with GCN-like models. In this work, we propose an alternative method that facilitates navigation planning by considering the alignment between instructions and directed fidelity trajectories, which refers to a path from the initial node to the candidate locations on a directed graph without detours. This planning strategy leads to an efficient model while achieving strong performance. Specifically, we introduce a directed graph to illustrate the explored area of the environment, emphasizing directionality. Then, we firstly define the trajectory representation as a sequence of directed edge features, which are extracted from the panorama based on the corresponding orientation. Ultimately, we assess and compare the alignment between instruction and different trajectories during navigation to determine the next navigation target. Our method outperforms previous SOTA method BEVBert on RxR dataset and is comparable on R2R dataset with only 9% computational cost.
Deep neural networks (DNNs) are frequently employed in a variety of computer vision applications. Nowadays, an emerging trend in the current video distribution system is to take advantage of DNN's overfitting properties to perform video resolution upscaling. By splitting videos into chunks and applying a super-resolution (SR) model to overfit each chunk, this scheme of SR models plus video chunks is able to replace traditional video transmission to enhance video quality and transmission efficiency. However, many models and chunks are needed to guarantee high performance, which leads to tremendous overhead on model switching and memory footprints at the user end. To resolve such problems, we propose a \underline{Dy}namic \underline{D}eep neural network assisted by a \underline{C}ontent-\underline{A}ware data processing pipeline to reduce the model number down to one (Dy-DCA), which helps promote performance while conserving computational resources. Additionally, to achieve real acceleration on the user end, we designed a framework that optimizes dynamic features (e.g., dynamic shapes, sizes, and control flow) in Dy-DCA to enable a series of compilation optimizations, including fused code generation, static execution planning, etc. By employing such techniques, our method achieves better PSNR and real-time performance (33 FPS) on an off-the-shelf mobile phone. Meanwhile, assisted by our compilation optimization, we achieve a 1.7-times speedup while saving up to 1.61-times memory consumption.
Despite real-time planners exhibiting remarkable performance in autonomous driving, the growing exploration of Large Language Models (LLMs) has opened avenues for enhancing the interpretability and controllability of motion planning. Nevertheless, LLM-based planners continue to encounter significant challenges, including elevated resource consumption and extended inference times, which pose substantial obstacles to practical deployment. In light of these challenges, we introduce AsyncDriver, a new asynchronous LLM-enhanced closed-loop framework designed to leverage scene-associated instruction features produced by LLM to guide real-time planners in making precise and controllable trajectory predictions. On one hand, our method highlights the prowess of LLMs in comprehending and reasoning with vectorized scene data and a series of routing instructions, demonstrating its effective assistance to real-time planners. On the other hand, the proposed framework decouples the inference processes of the LLM and real-time planners. By capitalizing on the asynchronous nature of their inference frequencies, our approach have successfully reduced the computational cost introduced by LLM, while maintaining comparable performance. Experiments show that our approach achieves superior closed-loop evaluation performance on nuPlan's challenging scenarios.
Vectorized high-definition (HD) maps contain detailed information about surrounding road elements, which are crucial for various downstream tasks in modern autonomous vehicles, such as motion planning and vehicle control. Recent works attempt to directly detect the vectorized HD map as a point set prediction task, achieving notable detection performance improvements. However, these methods usually overlook and fail to analyze the important inner-instance correlations between predicted points, impeding further advancements. To address this issue, we investigate the utilization of inner-instance information for vectorized high-definition mapping through transformers, and propose a powerful system named \textbf{InsMapper}, which effectively harnesses inner-instance information with three exquisite designs, including hybrid query generation, inner-instance query fusion, and inner-instance feature aggregation. The first two modules can better initialize queries for line detection, while the last one refines predicted line instances. InsMapper is highly adaptable and can be seamlessly modified to align with the most recent HD map detection frameworks. Extensive experimental evaluations are conducted on the challenging NuScenes and Argoverse 2 datasets, where InsMapper surpasses the previous state-of-the-art method, demonstrating its effectiveness and generality.
Think2Drive: Efficient Reinforcement Learning by Thinking with Latent World Model for Autonomous Driving (in CARLA-v2)
PDF ↗Real-world autonomous driving (AD) especially urban driving involves many corner cases. The lately released AD simulator CARLA v2 adds 39 common events in the driving scene, and provides more quasi-realistic testbed compared to CARLA v1. It poses new challenges to the community and so far no literature has reported any success on the new scenarios in V2 as existing works mostly have to rely on specific rules for planning yet they cannot cover the more complex cases in CARLA v2. In this work, we take the initiative of directly training a planner and the hope is to handle the corner cases flexibly and effectively, which we believe is also the future of AD. To our best knowledge, we develop the first model-based RL method named Think2Drive for AD, with a world model to learn the transitions of the environment, and then it acts as a neural simulator to train the planner. This paradigm significantly boosts the training efficiency due to the low dimensional state space and parallel computing of tensors in the world model. As a result, Think2Drive is able to run in an expert-level proficiency in CARLA v2 within 3 days of training on a single A6000 GPU, and to our best knowledge, so far there is no reported success (100\% route completion) on CARLA v2. We also propose CornerCaseRepo, a benchmark that supports the evaluation of driving models by scenarios. Additionally, we propose a new and balanced metric to evaluate the performance by route completion, infraction number, and scenario density, so that the driving score could give more information about the actual driving performance.
SLEDGE is the first generative simulator for vehicle motion planning trained on real-world driving logs. Its core component is a learned model that is able to generate agent bounding boxes and lane graphs. The model's outputs serve as an initial state for traffic simulation. The unique properties of the entities to be generated for SLEDGE, such as their connectivity and variable count per scene, render the naive application of most modern generative models to this task non-trivial. Therefore, together with a systematic study of existing lane graph representations, we introduce a novel raster-to-vector autoencoder (RVAE). It encodes agents and the lane graph into distinct channels in a rasterized latent map. This facilitates both lane-conditioned agent generation and combined generation of lanes and agents with a Diffusion Transformer. Using generated entities in SLEDGE enables greater control over the simulation, e.g. upsampling turns or increasing traffic density. Further, SLEDGE can support 500m long routes, a capability not found in existing data-driven simulators like nuPlan. It presents new challenges for planning algorithms, evidenced by failure rates of over 40\% for PDM, the winner of the 2023 nuPlan challenge, when tested on hard routes and dense traffic generated by our model. Compared to nuPlan, SLEDGE requires 500$\times$ less storage to set up (<4GB), making it a more accessible option and helping with democratizing future research in this field.
We propose CARFF, Conditional Auto-encoded Radiance Field for 3D Scene Forecasting, a method for predicting future 3D scenes given past observations. Our method maps 2D ego-centric images to a distribution over plausible 3D latent scene configurations and predicts the evolution of hypothesized scenes through time. Our latents condition a global Neural Radiance Field (NeRF) to represent a 3D scene model, enabling explainable predictions and straightforward downstream planning. This approach models the world as a POMDP and considers complex scenarios of uncertainty in environmental states and dynamics. Specifically, we employ a two-stage training of Pose-Conditional-VAE and NeRF to learn 3D representations, and auto-regressively predict latent scene representations utilizing a mixture density network. We demonstrate the utility of our method in scenarios using the CARLA driving simulator, where CARFF enables efficient trajectory and contingency planning in complex multi-agent autonomous driving scenarios involving occlusions. Video and code are available at: www.carff.website.
Self-supervised learning (SSL) is a popular paradigm for representation learning. Recent multiview methods can be classified as sample-contrastive, dimension-contrastive, or asymmetric network-based, with each family having its own approach to avoiding informational collapse. While these families converge to solutions of similar quality, it can be empirically shown that some methods are epoch-inefficient and require longer training to reach a target performance. Two main approaches to improving efficiency are covariance eigenvalue regularization and using more views. However, these two approaches are difficult to combine due to the computational complexity of computing eigenvalues. We present the objective function FroSSL which reconciles both approaches while avoiding eigendecomposition entirely. FroSSL works by minimizing covariance Frobenius norms to avoid collapse and minimizing mean-squared error to achieve augmentation invariance. We show that FroSSL reaches competitive accuracies more quickly than any other SSL method and provide theoretical and empirical support that this faster convergence is due to how FroSSL affects the eigenvalues of the embedding covariance matrices. We also show that FroSSL learns competitive representations on linear probe evaluation when used to train a ResNet18 on several datasets, including STL-10, Tiny Imagenet, and Imagenet-100. We plan to release all code upon acceptance.
Learning Where to Look: Self-supervised Viewpoint Selection for Active Localization using Geometrical Information
PDF ↗Accurate localization in diverse environments is a fundamental challenge in computer vision and robotics. The task involves determining a sensor's precise position and orientation, typically a camera, within a given space. Traditional localization methods often rely on passive sensing, which may struggle in scenarios with limited features or dynamic environments. In response, this paper explores the domain of active localization, emphasizing the importance of viewpoint selection to enhance localization accuracy. Our contributions involve using a data-driven approach with a simple architecture designed for real-time operation, a self-supervised data training method, and the capability to consistently integrate our map into a planning framework tailored for real-world robotics applications. Our results demonstrate that our method performs better than the existing one target similar problems, generalizing on synthetic and real data. We also release an open-source implementation to benefit the community.
Designing high-quality indoor 3D scenes is important in many practical applications, such as room planning or game development. Conventionally, this has been a time-consuming process which requires both artistic skill and familiarity with professional software, making it hardly accessible for layman users. However, recent advances in generative AI have established solid foundation for democratizing 3D design. In this paper we propose a pioneering approach for text-based 3D room design. Given a prompt in natural language describing the object placement in the room, our method produces a high-quality 3D scene corresponding to it. With an additional text prompt the users can change the appearance of the entire scene or of individual objects in it. Built using in-context learning, CAD model retrieval and 3D-Gaussian-Splatting-based stylization, our turnkey pipeline produces state-of-the-art 3D scenes, while being easy to use even for novices.