Cameras are prevalent in our daily lives, and enable many useful systems built upon computer vision technologies such as smart cameras and home robots for service applications. However, there is also an increasing societal concern as the captured images/videos may contain privacy-sensitive information (e.g., face identity). We propose a novel face identity transformer which enables automated photo-realistic password-based anonymization and deanonymization of human faces appearing in visual data. Our face identity transformer is trained to (1) remove face identity information after anonymization, (2) recover the original face when given the correct password, and (3) return a wrong---but photo-realistic---face given a wrong password. With our carefully designed password scheme and multi-task learning objective, we achieve both anonymization and deanonymization using the same single network. Extensive experiments show that our method enables multimodal password conditioned anonymizations and deanonymizations, with superior privacy protection compared to existing anonymization methods.
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Obtaining precise instance segmentation masks is of high importance in many modern applications such as robotic manipulation and autonomous driving. Currently, many state of the art models are based on the Mask R-CNN framework which, while very powerful, outputs masks at low resolutions which could result in imprecise boundaries. On the other hand, classic variational methods for segmentation impose desirable global and local data and geometry constraints on the masks by optimizing an energy functional. While mathematically elegant, their direct dependence on good initialization, non-robust image cues and manual setting of hyperparameters renders them unsuitable for modern applications. We propose LevelSet R-CNN, which combines the best of both worlds by obtaining powerful feature representations that are combined in an end-to-end manner with a variational segmentation framework. We demonstrate the effectiveness of our approach on COCO and Cityscapes datasets.
Learning predictive models from interaction with the world allows an agent, such as a robot, to learn about how the world works, and then use this learned model to plan coordinated sequences of actions to bring about desired outcomes. However, learning a model that captures the dynamics of complex skills represents a major challenge: if the agent needs a good model to perform these skills, it might never be able to collect the experience on its own that is required to learn these delicate and complex behaviors. Instead, we can imagine augmenting the training set with observational data of other agents, such as humans. Such data is likely more plentiful, but cannot always be combined with data from the original agent. For example, videos of humans might show a robot how to use a tool, but (i) are not annotated with suitable robot actions, and (ii) contain a systematic distributional shift due to the embodiment differences between humans and robots. We address the first challenge by formulating the corresponding graphical model and treating the action as an observed variable for the interaction data and an unobserved variable for the observation data, and the second challenge by using a domain-dependent prior. In addition to interaction data, our method is able to leverage videos of passive observations in a driving dataset and a dataset of robotic manipulation videos to improve video prediction performance. We also demonstrate that, in a real-world tabletop robotic manipulation setting, we are able to significantly improve control performance by learning a model from both robot data and observations of humans.
Reasoning about human motion is an important prerequisite to safe and socially-aware robotic navigation. As a result, multi-agent behavior prediction has become a core component of modern human-robot interactive systems, such as self-driving cars. While there exist many methods for trajectory forecasting, most do not enforce dynamic constraints and do not account for environmental information (e.g., maps). Towards this end, we present Trajectron++, a modular, graph-structured recurrent model that forecasts the trajectories of a general number of diverse agents while incorporating agent dynamics and heterogeneous data (e.g., semantic maps). Trajectron++ is designed to be tightly integrated with robotic planning and control frameworks; for example, it can produce predictions that are optionally conditioned on ego-agent motion plans. We demonstrate its performance on several challenging real-world trajectory forecasting datasets, outperforming a wide array of state-of-the-art deterministic and generative methods.
Detecting objects in 3D LiDAR data is a core technology for autonomous driving and other robotics applications. Although LiDAR data is acquired over time, most of the 3D object detection algorithms propose object bounding boxes independently for each frame and neglect the useful information available in the temporal domain. To address this problem, in this paper we propose a sparse LSTM-based multi-frame 3d object detection algorithm. We use a U-Net style 3D sparse convolution network to extract features for each frame's LiDAR point-cloud. These features are fed to the LSTM module together with the hidden and memory features from last frame to predict the 3d objects in the current frame as well as hidden and memory features that are passed to the next frame. Experiments on the Waymo Open Dataset show that our algorithm outperforms the traditional frame by frame approach by 7.5% mAP@0.7 and other multi-frame approaches by 1.2% while using less memory and computation per frame. To the best of our knowledge, this is the first work to use an LSTM for 3D object detection in sparse point clouds.
How can we teach robots or virtual assistants to gesture naturally? Can we go further and adapt the gesturing style to follow a specific speaker? Gestures that are naturally timed with corresponding speech during human communication are called co-speech gestures. A key challenge, called gesture style transfer, is to learn a model that generates these gestures for a speaking agent 'A' in the gesturing style of a target speaker 'B'. A secondary goal is to simultaneously learn to generate co-speech gestures for multiple speakers while remembering what is unique about each speaker. We call this challenge style preservation. In this paper, we propose a new model, named Mix-StAGE, which trains a single model for multiple speakers while learning unique style embeddings for each speaker's gestures in an end-to-end manner. A novelty of Mix-StAGE is to learn a mixture of generative models which allows for conditioning on the unique gesture style of each speaker. As Mix-StAGE disentangles style and content of gestures, gesturing styles for the same input speech can be altered by simply switching the style embeddings. Mix-StAGE also allows for style preservation when learning simultaneously from multiple speakers. We also introduce a new dataset, Pose-Audio-Transcript-Style (PATS), designed to study gesture generation and style transfer. Our proposed Mix-StAGE model significantly outperforms the previous state-of-the-art approach for gesture generation and provides a path towards performing gesture style transfer across multiple speakers. Link to code, data, and videos: http://chahuja.com/mix-stage
Inferring detailed 3D geometry of the scene is crucial for robotics applications, simulation, and 3D content creation. However, such information is hard to obtain, and thus very few datasets support it. In this paper, we propose an interactive framework for annotating 3D object geometry from both point cloud data and RGB imagery. The key idea behind our approach is to exploit strong priors that humans have about the 3D world in order to interactively annotate complete 3D shapes. Our framework targets a wide pool of annotators, i.e. naive users without artistic or graphics expertise. In particular, we introduce two simple-to-use interaction modules. First, we make an automatic guess of the 3D shape and allow the user to provide feedback about large errors by drawing scribbles in desired 2D views. Next, we aim to correct minor errors, in which users drag and drop 3D mesh vertices, assisted by a neural interactive module implemented as a Graph Convolutional Network. Experimentally, we show that only a few user interactions are needed to produce good quality 3D shapes on popular benchmarks such as ShapeNet, Pix3D, and ScanNet. We implement our framework as a web service and conduct a user study, where we show that user annotated data using our method effectively facilitates real-world learning tasks. Our web service will be released.
Grasping is natural for humans. However, it involves complex hand configurations and soft tissue deformation that can result in complicated regions of contact between the hand and the object. Understanding and modeling this contact can potentially improve hand models, AR/VR experiences, and robotic grasping. Yet, we currently lack datasets of hand-object contact paired with other data modalities, which is crucial for developing and evaluating contact modeling techniques. We introduce ContactPose, the first dataset of hand-object contact paired with hand pose, object pose, and RGB-D images. ContactPose has 2306 unique grasps of 25 household objects grasped with 2 functional intents by 50 participants, and more than 2.9 M RGB-D grasp images. Analysis of ContactPose data reveals interesting relationships between hand pose and contact. We use this data to rigorously evaluate various data representations, heuristics from the literature, and learning methods for contact modeling. Data, code, and trained models are available at https://contactpose.cc.gatech.edu.
With extremely high temporal resolution, event cameras have a large potential for robotics and computer vision. However, their asynchronous imaging mechanism often aggravates the measurement sensitivity to noises and brings a physical burden to increase the image spatial resolution. To recover high-quality intensity images, one should address both denoising and super-resolution problems for event cameras. Since events depict brightness changes, with the enhanced degeneration model by the events, the clear and sharp high-resolution latent images can be recovered from the noisy, blurry and low-resolution intensity observations. Exploiting the framework of sparse learning, the events and the low-resolution intensity observations can be jointly considered. Based on this, we propose an explainable network, an event-enhanced sparse learning network (eSL-Net), to recover the high-quality images from event cameras. After training with a synthetic dataset, the proposed eSL-Net can largely improve the performance of the state-of-the-art by 7-12 dB. Furthermore, without additional training process, the proposed eSL-Net can be easily extended to generate continuous frames with frame-rate as high as the events.
Vision-and-Language Navigation (VLN) is unique in that it requires turning relatively general natural-language instructions into robot agent actions, on the basis of visible environments. This requires to extract value from two very different types of natural-language information. The first is object description (e.g., `table', `door'), each presenting as a tip for the agent to determine the next action by finding the item visible in the environment, and the second is action specification (e.g., `go straight', `turn left') which allows the robot to directly predict the next movements without relying on visual perceptions. However, most existing methods pay few attention to distinguish these information from each other during instruction encoding and mix together the matching between textual object/action encoding and visual perception/orientation features of candidate viewpoints. In this paper, we propose an Object-and-Action Aware Model (OAAM) that processes these two different forms of natural language based instruction separately. This enables each process to match object-centered/action-centered instruction to their own counterpart visual perception/action orientation flexibly. However, one side-issue caused by above solution is that an object mentioned in instructions may be observed in the direction of two or more candidate viewpoints, thus the OAAM may not predict the viewpoint on the shortest path as the next action. To handle this problem, we design a simple but effective path loss to penalize trajectories deviating from the ground truth path. Experimental results demonstrate the effectiveness of the proposed model and path loss, and the superiority of their combination with a 50% SPL score on the R2R dataset and a 40% CLS score on the R4R dataset in unseen environments, outperforming the previous state-of-the-art.
We present a new learning-based method for multi-frame depth estimation from a color video, which is a fundamental problem in scene understanding, robot navigation or handheld 3D reconstruction. While recent learning-based methods estimate depth at high accuracy, 3D point clouds exported from their depth maps often fail to preserve important geometric feature (e.g., corners, edges, planes) of man-made scenes. Widely-used pixel-wise depth errors do not specifically penalize inconsistency on these features. These inaccuracies are particularly severe when subsequent depth reconstructions are accumulated in an attempt to scan a full environment with man-made objects with this kind of features. Our depth estimation algorithm therefore introduces a Combined Normal Map (CNM) constraint, which is designed to better preserve high-curvature features and global planar regions. In order to further improve the depth estimation accuracy, we introduce a new occlusion-aware strategy that aggregates initial depth predictions from multiple adjacent views into one final depth map and occlusion probability map for the current reference view. With the CNM constraint and the occlusion-aware loss, our method outperforms the state-of-the-art in terms of depth estimation accuracy, and preserves essential geometric features of man-made indoor scenes much better than other algorithms.
Estimating the complete 3D point cloud from an incomplete one is a key problem in many vision and robotics applications. Mainstream methods (e.g., PCN and TopNet) use Multi-layer Perceptrons (MLPs) to directly process point clouds, which may cause the loss of details because the structural and context of point clouds are not fully considered. To solve this problem, we introduce 3D grids as intermediate representations to regularize unordered point clouds. We therefore propose a novel Gridding Residual Network (GRNet) for point cloud completion. In particular, we devise two novel differentiable layers, named Gridding and Gridding Reverse, to convert between point clouds and 3D grids without losing structural information. We also present the differentiable Cubic Feature Sampling layer to extract features of neighboring points, which preserves context information. In addition, we design a new loss function, namely Gridding Loss, to calculate the L1 distance between the 3D grids of the predicted and ground truth point clouds, which is helpful to recover details. Experimental results indicate that the proposed GRNet performs favorably against state-of-the-art methods on the ShapeNet, Completion3D, and KITTI benchmarks.
Long-term camera re-localization is an important task with numerous computer vision and robotics applications. Whilst various outdoor benchmarks exist that target lighting, weather and seasonal changes, far less attention has been paid to appearance changes that occur indoors. This has led to a mismatch between popular indoor benchmarks, which focus on static scenes, and indoor environments that are of interest for many real-world applications. In this paper, we adapt 3RScan -- a recently introduced indoor RGB-D dataset designed for object instance re-localization -- to create RIO10, a new long-term camera re-localization benchmark focused on indoor scenes. We propose new metrics for evaluating camera re-localization and explore how state-of-the-art camera re-localizers perform according to these metrics. We also examine in detail how different types of scene change affect the performance of different methods, based on novel ways of detecting such changes in a given RGB-D frame. Our results clearly show that long-term indoor re-localization is an unsolved problem. Our benchmark and tools are publicly available at waldjohannau.github.io/RIO10
Vision perception is one of the most important components for a computer or robot to understand the surrounding scene and achieve autonomous applications. However, most of the vision models are based on the RGB sensors, which in general are vulnerable to the insufficient lighting condition. In contrast, the depth camera, another widely-used visual sensor, is capable of perceiving 3D information and being more robust to the lack of illumination, but unable to obtain appearance details of the surrounding environment compared to RGB cameras. To make RGB-based vision models workable for the low-lighting scenario, prior methods focus on learning the colorization on depth maps captured by depth cameras, such that the vision models can still achieve reasonable performance on colorized depth maps. However, the colorization produced in this manner is usually unrealistic and constrained to the specific vision model, thus being hard to generalize for other tasks to use. In this paper, we propose a depth map colorization method via disentangling appearance and structure factors, so that our model could 1) learn depth-invariant appearance features from an appearance reference and 2) generate colorized images by combining a given depth map and the appearance feature obtained from any reference. We conduct extensive experiments to show that our colorization results are more realistic and diverse in comparison to several image translation baselines.
Video object segmentation, i.e., the separation of a target object from background in video, has made significant progress on real and challenging videos in recent years. To leverage this progress in 3D applications, this paper addresses the problem of learning to estimate the depth of segmented objects given some measurement of camera motion (e.g., from robot kinematics or vehicle odometry). We achieve this by, first, introducing a diverse, extensible dataset and, second, designing a novel deep network that estimates the depth of objects using only segmentation masks and uncalibrated camera movement. Our data-generation framework creates artificial object segmentations that are scaled for changes in distance between the camera and object, and our network learns to estimate object depth even with segmentation errors. We demonstrate our approach across domains using a robot camera to locate objects from the YCB dataset and a vehicle camera to locate obstacles while driving.
Autonomous assembly is a crucial capability for robots in many applications. For this task, several problems such as obstacle avoidance, motion planning, and actuator control have been extensively studied in robotics. However, when it comes to task specification, the space of possibilities remains under-explored. Towards this end, we introduce a novel problem,single-image-guided 3D part assembly, along with a learning-based solution. We study this problem in the setting of furniture assembly from a given complete set of parts and a single image depicting the entire assembled object. Multiple challenges exist in this setting, including handling ambiguity among parts (e.g., slats in a chair back and leg stretchers) and 3D pose prediction for parts and part subassemblies,whether visible or occluded. We address these issues by proposing a two-module pipeline that leverages strong 2D-3D correspondences and assembly-oriented graph message-passing to infer part relationships. In experiments with a PartNet-based synthetic benchmark, we demonstrate the effectiveness of our framework as compared with three baseline approaches.
Point cloud registration is a fundamental problem in 3D computer vision, graphics and robotics. For the last few decades, existing registration algorithms have struggled in situations with large transformations, noise, and time constraints. In this paper, we introduce Deep Gaussian Mixture Registration (DeepGMR), the first learning-based registration method that explicitly leverages a probabilistic registration paradigm by formulating registration as the minimization of KL-divergence between two probability distributions modeled as mixtures of Gaussians. We design a neural network that extracts pose-invariant correspondences between raw point clouds and Gaussian Mixture Model (GMM) parameters and two differentiable compute blocks that recover the optimal transformation from matched GMM parameters. This construction allows the network learn an SE(3)-invariant feature space, producing a global registration method that is real-time, generalizable, and robust to noise. Across synthetic and real-world data, our proposed method shows favorable performance when compared with state-of-the-art geometry-based and learning-based registration methods.
ETH-XGaze: A Large Scale Dataset for Gaze Estimation under Extreme Head Pose and Gaze Variation
PDF ↗Gaze estimation is a fundamental task in many applications of computer vision, human computer interaction and robotics. Many state-of-the-art methods are trained and tested on custom datasets, making comparison across methods challenging. Furthermore, existing gaze estimation datasets have limited head pose and gaze variations, and the evaluations are conducted using different protocols and metrics. In this paper, we propose a new gaze estimation dataset called ETH-XGaze, consisting of over one million high-resolution images of varying gaze under extreme head poses. We collect this dataset from 110 participants with a custom hardware setup including 18 digital SLR cameras and adjustable illumination conditions, and a calibrated system to record ground truth gaze targets. We show that our dataset can significantly improve the robustness of gaze estimation methods across different head poses and gaze angles. Additionally, we define a standardized experimental protocol and evaluation metric on ETH-XGaze, to better unify gaze estimation research going forward. The dataset and benchmark website are available at https://ait.ethz.ch/projects/2020/ETH-XGaze
3D object detection has been widely studied due to its potential applicability to many promising areas such as robotics and augmented reality. Yet, the sparse nature of the 3D data poses unique challenges to this task. Most notably, the observable surface of the 3D point clouds is disjoint from the center of the instance to ground the bounding box prediction on. To this end, we propose Generative Sparse Detection Network (GSDN), a fully-convolutional single-shot sparse detection network that efficiently generates the support for object proposals. The key component of our model is a generative sparse tensor decoder, which uses a series of transposed convolutions and pruning layers to expand the support of sparse tensors while discarding unlikely object centers to maintain minimal runtime and memory footprint. GSDN can process unprecedentedly large-scale inputs with a single fully-convolutional feed-forward pass, thus does not require the heuristic post-processing stage that stitches results from sliding windows as other previous methods have. We validate our approach on three 3D indoor datasets including the large-scale 3D indoor reconstruction dataset where our method outperforms the state-of-the-art methods by a relative improvement of 7.14% while being 3.78 times faster than the best prior work.
Human trajectory forecasting with multiple socially interact-ing agents is of critical importance for autonomous navigation in human environments, e.g., for self-driving cars and social robots. In this work, we present Predicted Endpoint Conditioned Network (PECNet) for flexible human trajectory prediction. PECNet infers distant trajectory endpoints to assist in long-range multi-modal trajectory prediction. A novel non-local social pooling layer enables PECNet to infer diverse yet socially compliant trajectories. Additionally, we present a simple “truncation-trick” for improving few-shot multi-modal trajectory prediction performance. We show that PECNet improves state-of-the-art performance on the Stanford Drone trajectory prediction benchmark by ~20.9% and on the ETH/UCY benchmark by ∼40.8%. Code available at the home page: https://karttikeya.github.io/publication/htf/