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407篇论文匹配“Applications/Computer Vision”
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Applications/Computer Vision

Kyusu Ahn, Byeonghyun Ko, HyunGyu Lee, Chanwoo Park, Jaejin Lee

Under Display Camera (UDC) is a novel imaging system that mounts a digital camera lens beneath a display panel with the panel covering the camera. However, the display panel causes severe degradation to captured images, such as low transmittance, blur, noise, and flare. The restoration of UDC-degraded images is challenging because of the unique luminance and diverse patterns of flares. Existing UDC dataset studies focus on unrealistic or synthetic UDC degradation rather than real-world UDC images. In this paper, we propose a real-world UDC dataset called UDC-SIT. To obtain the non-degraded and UDC-degraded images for the same scene, we propose an image-capturing system and an image alignment technique that exploits discrete Fourier transform (DFT) to align a pair of captured images. UDC-SIT also includes comprehensive annotations missing from other UDC datasets, such as light source, day/night, indoor/outdoor, and flare components (e.g., shimmers, streaks, and glares). We compare UDC-SIT with four existing representative UDC datasets and present the problems with existing UDC datasets. To show UDC-SIT's effectiveness, we compare UDC-SIT and a representative synthetic UDC dataset using four representative learnable image restoration models. The result indicates that the models trained with the synthetic UDC dataset are impractical because the synthetic UDC dataset does not reflect the actual characteristics of UDC-degraded images. UDC-SIT can enable further exploration in the UDC image restoration area and provide better insights into the problem. UDC-SIT is available at: https://github.com/mcrl/UDC-SIT.

Applications/Computer Vision

Zeyu Lu, Di Huang, LEI BAI, Jingjing Qu, Chengyue Wu, Xihui Liu, Wanli Ouyang

Photos serve as a way for humans to record what they experience in their daily lives, and they are often regarded as trustworthy sources of information. However, there is a growing concern that the advancement of artificial intelligence (AI) technology may produce fake photos, which can create confusion and diminish trust in photographs. This study aims to comprehensively evaluate agents for distinguishing state-of-the-art AI-generated visual content. Our study benchmarks both human capability and cutting-edge fake image detection AI algorithms, using a newly collected large-scale fake image dataset Fake2M. In our human perception evaluation, titled HPBench, we discovered that humans struggle significantly to distinguish real photos from AI-generated ones, with a misclassification rate of 38.7\%. Along with this, we conduct the model capability of AI-Generated images detection evaluation MPBench and the top-performing model from MPBench achieves a 13\% failure rate under the same setting used in the human evaluation.We hope that our study can raise awareness of the potential risks of AI-generated images and facilitate further research to prevent the spread of false information. More information can refer to https://github.com/Inf-imagine/Sentry.

Applications/Computer Vision

Manjie Xu, Guangyuan Jiang, Wei Liang, Chi Zhang, Yixin Zhu

Recent advances in vision-language learning have achieved notable success on *complete-information* question-answering datasets through the integration of extensive world knowledge. Yet, most models operate *passively*, responding to questions based on pre-stored knowledge. In stark contrast, humans possess the ability to *actively* explore, accumulate, and reason using both newfound and existing information to tackle *incomplete-information* questions. In response to this gap, we introduce **Conan**, an interactive open-world environment devised for the assessment of *active reasoning*. **Conan** facilitates active exploration and promotes multi-round abductive inference, reminiscent of rich, open-world settings like Minecraft. Diverging from previous works that lean primarily on single-round deduction via instruction following, **Conan** compels agents to actively interact with their surroundings, amalgamating new evidence with prior knowledge to elucidate events from incomplete observations. Our analysis on \bench underscores the shortcomings of contemporary state-of-the-art models in active exploration and understanding complex scenarios. Additionally, we explore *Abduction from Deduction*, where agents harness Bayesian rules to recast the challenge of abduction as a deductive process. Through **Conan**, we aim to galvanize advancements in active reasoning and set the stage for the next generation of artificial intelligence agents adept at dynamically engaging in environments.

Applications/Computer Vision

Dongwei Pan, Long Zhuo, Jingtan Piao, Huiwen Luo, Wei Cheng, Yuxin WANG, Siming Fan, Shengqi Liu, Lei Yang, Bo Dai 等

Synthesizing high-fidelity head avatars is a central problem for computer vision and graphics. While head avatar synthesis algorithms have advanced rapidly, the best ones still face great obstacles in real-world scenarios. One of the vital causes is the inadequate datasets -- 1) current public datasets can only support researchers to explore high-fidelity head avatars in one or two task directions; 2) these datasets usually contain digital head assets with limited data volume, and narrow distribution over different attributes, such as expressions, ages, and accessories. In this paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive advance in head avatar algorithms across different scenarios. It contains massive data assets, with 243+ million complete head frames and over 800k video sequences from 500 different identities captured by multi-view cameras at 30 FPS. It is a large-scale digital library for head avatars with three key attributes: 1) High Fidelity: all subjects are captured in 360 degrees via 60 synchronized, high-resolution 2K cameras. 2) High Diversity: The collected subjects vary from different ages, eras, ethnicities, and cultures, providing abundant materials with distinctive styles in appearance and geometry. Moreover, each subject is asked to perform various dynamic motions, such as expressions and head rotations, which further extend the richness of assets. 3) Rich Annotations: the dataset provides annotations with different granularities: cameras' parameters, background matting, scan, 2D/3D facial landmarks, FLAME fitting, and text description. Based on the dataset, we build a comprehensive benchmark for head avatar research, with 16 state-of-the-art methods performed on five main tasks: novel view synthesis, novel expression synthesis, hair rendering, hair editing, and talking head generation. Our experiments uncover the strengths and flaws of state-of-the-art methods. RenderMe-360 opens the door for future exploration in modern head avatars. All of the data, code, and models will be publicly available at https://renderme-360.github.io/.

Applications/Computer Vision

Gyeongsik Moon, Shunsuke Saito, Weipeng Xu, Rohan Joshi, Julia Buffalini, Harley Bellan, Nicholas Rosen, Jesse Richardson, Mallorie Mize, Philippe De Bree 等

The two-hand interaction is one of the most challenging signals to analyze due to the self-similarity, complicated articulations, and occlusions of hands. Although several datasets have been proposed for the two-hand interaction analysis, all of them do not achieve 1) diverse and realistic image appearances and 2) diverse and large-scale groundtruth (GT) 3D poses at the same time. In this work, we propose Re:InterHand, a dataset of relighted 3D interacting hands that achieve the two goals. To this end, we employ a state-of-the-art hand relighting network with our accurately tracked two-hand 3D poses. We compare our Re:InterHand with existing 3D interacting hands datasets and show the benefit of it. Our Re:InterHand is available in https://mks0601.github.io/ReInterHand/

Applications/Computer Vision

Sujin Jang, Dae Ung Jo, Sung Ju Hwang, Dongwook Lee, Daehyun Ji

3D object detection (3DOD) from multi-view images is an economically appealing alternative to expensive LiDAR-based detectors, but also an extremely challenging task due to the absence of precise spatial cues. Recent studies have leveraged the teacher-student paradigm for cross-modal distillation, where a strong LiDAR-modality teacher transfers useful knowledge to a multi-view-based image-modality student. However, prior approaches have only focused on minimizing global distances between cross-modal features, which may lead to suboptimal knowledge distillation results. Based on these insights, we propose a novel structural and temporal cross-modal knowledge distillation (STXD) framework for multi-view 3DOD. First, STXD reduces redundancy of the feature components of the student by regularizing the cross-correlation of cross-modal features, while maximizing their similarities. Second, to effectively transfer temporal knowledge, STXD encodes temporal relations of features across a sequence of frames via similarity maps. Lastly, STXD also adopts a response distillation method to further enhance the quality of knowledge distillation at the output-level. Our extensive experiments demonstrate that STXD significantly improves the NDS and mAP of the based student detectors by 2.8%~4.5% on the nuScenes testing dataset.

Applications/Computer Vision

Shiyu Hu, Dailing Zhang, wu meiqi, Xiaokun Feng, Xuchen Li, Xin Zhao, Kaiqi Huang

Tracking an arbitrary moving target in a video sequence is the foundation for high-level tasks like video understanding. Although existing visual-based trackers have demonstrated good tracking capabilities in short video sequences, they always perform poorly in complex environments, as represented by the recently proposed global instance tracking task, which consists of longer videos with more complicated narrative content. Recently, several works have introduced natural language into object tracking, desiring to address the limitations of relying only on a single visual modality. However, these selected videos are still short sequences with uncomplicated spatio-temporal and causal relationships, and the provided semantic descriptions are too simple to characterize video content.To address these issues, we (1) first propose a new multi-modal global instance tracking benchmark named MGIT. It consists of 150 long video sequences with a total of 2.03 million frames, aiming to fully represent the complex spatio-temporal and causal relationships coupled in longer narrative content. (2) Each video sequence is annotated with three semantic grains (i.e., action, activity, and story) to model the progressive process of human cognition. We expect this multi-granular annotation strategy can provide a favorable environment for multi-modal object tracking research and long video understanding. (3) Besides, we execute comparative experiments on existing multi-modal object tracking benchmarks, which not only explore the impact of different annotation methods, but also validate that our annotation method is a feasible solution for coupling human understanding into semantic labels. (4) Additionally, we conduct detailed experimental analyses on MGIT, and hope the explored performance bottlenecks of existing algorithms can support further research in multi-modal object tracking. The proposed benchmark, experimental results, and toolkit will be released gradually on http://videocube.aitestunion.com/.

Applications/Computer Vision

Qiang Zhou, Weize Li, Lihan Jiang, Guoliang Wang, Guyue Zhou, Shanghang Zhang, Hao Zhao

Object anomaly detection is an important problem in the field of machine vision and has seen remarkable progress recently. However, two significant challenges hinder its research and application. First, existing datasets lack comprehensive visual information from various pose angles. They usually have an unrealistic assumption that the anomaly-free training dataset is pose-aligned, and the testing samples have the same pose as the training data. However, in practice, anomaly may exist in any regions on a object, the training and query samples may have different poses, calling for the study on pose-agnostic anomaly detection. Second, the absence of a consensus on experimental protocols for pose-agnostic anomaly detection leads to unfair comparisons of different methods, hindering the research on pose-agnostic anomaly detection. To address these issues, we develop Multi-pose Anomaly Detection (MAD) dataset and Pose-agnostic Anomaly Detection (PAD) benchmark, which takes the first step to address the pose-agnostic anomaly detection problem. Specifically, we build MAD using 20 complex-shaped LEGO toys including 4K views with various poses, and high-quality and diverse 3D anomalies in both simulated and real environments. Additionally, we propose a novel method OmniposeAD, trained using MAD, specifically designed for pose-agnostic anomaly detection. Through comprehensive evaluations, we demonstrate the relevance of our dataset and method. Furthermore, we provide an open-source benchmark library, including dataset and baseline methods that cover 8 anomaly detection paradigms, to facilitate future research and application in this domain. Code, data, and models are publicly available at https://github.com/EricLee0224/PAD.

Applications/Computer Vision

Jingkang Yang, Jun CEN, WENXUAN PENG, Shuai Liu, Fangzhou Hong, Xiangtai Li, Kaiyang Zhou, Qifeng Chen, Ziwei Liu

We are living in a three-dimensional space while moving forward through a fourth dimension: time. To allow artificial intelligence to develop a comprehensive understanding of such a 4D environment, we introduce **4D Panoptic Scene Graph (PSG-4D)**, a new representation that bridges the raw visual data perceived in a dynamic 4D world and high-level visual understanding. Specifically, PSG-4D abstracts rich 4D sensory data into nodes, which represent entities with precise location and status information, and edges, which capture the temporal relations. To facilitate research in this new area, we build a richly annotated PSG-4D dataset consisting of 3K RGB-D videos with a total of 1M frames, each of which is labeled with 4D panoptic segmentation masks as well as fine-grained, dynamic scene graphs. To solve PSG-4D, we propose PSG4DFormer, a Transformer-based model that can predict panoptic segmentation masks, track masks along the time axis, and generate the corresponding scene graphs via a relation component. Extensive experiments on the new dataset show that our method can serve as a strong baseline for future research on PSG-4D. In the end, we provide a real-world application example to demonstrate how we can achieve dynamic scene understanding by integrating a large language model into our PSG-4D system.

Applications/Computer Vision

Ao Zhang, Hao Fei, Yuan Yao, Wei Ji, Li Li, Zhiyuan Liu, Tat-Seng Chua

Since developing a new multimodal LLM (MLLM) by pre-training on tremendous image-text pairs from scratch can be exceedingly resource-consuming, connecting an existing LLM with a comparatively lightweight visual prompt generator (VPG) becomes a feasible paradigm. However, further tuning the VPG component of the MLLM still incurs significant computational costs, such as thousands of GPU hours and millions of training data points. An alternative solution is transferring an existing VPG from one MLLM to the target MLLM. In this work, we investigate VPG transferability across LLMs for the first time, aiming to reduce the cost of VPG training. Specifically, we explore VPG transfer across different LLM sizes (e.g., small-to-large) and types. We identify key factors to maximize transfer efficiency, based on which we develop a simple yet highly effective two-stage transfer framework, called VPGTrans. Notably, it enables VPG transfer from BLIP-2 OPT 2.7B to BLIP-2 OPT 6.7B with less than 10% of the GPU hours using only 10.7% of the training data compared to training a VPG for OPT 6.7B from scratch. Furthermore, we provide a series of intriguing findings and discuss potential explanations behind them. Finally, we showcase the practical value of our VPGTrans approach, by customizing two novel MLLMs, including VL-LLaMA and VL-Vicuna, with recently released LLaMA and Vicuna LLMs.

Applications/Computer Vision

Fenggen Yu, Qimin Chen, Maham Tanveer, Ali Mahdavi Amiri, Hao Zhang

We present D$^2$CSG, a neural model composed of two dual and complementary network branches, with dropouts, for unsupervised learning of compact constructive solid geometry (CSG) representations of 3D CAD shapes. Our network is trained to reconstruct a 3D shape by a fixed-order assembly of quadric primitives, with both branches producing a union of primitive intersections or inverses. A key difference between D$^2$CSG and all prior neural CSG models is its dedicated residual branch to assemble the potentially complex shape complement, which is subtracted from an overall shape modeled by the cover branch. With the shape complements, our network is provably general, while the weight dropout further improves compactness of the CSG tree by removing redundant primitives. We demonstrate both quantitatively and qualitatively that D$^2$CSG produces compact CSG reconstructions with superior quality and more natural primitives than all existing alternatives, especially over complex and high-genus CAD shapes.

Applications/Computer Vision

Stefan Lionar, Xiangyu Xu, Min Lin, Gim Hee Lee

Remarkable progress has been made in 3D reconstruction from single-view RGB-D inputs. MCC is the current state-of-the-art method in this field, which achieves unprecedented success by combining vision Transformers with large-scale training. However, we identified two key limitations of MCC: 1) The Transformer decoder is inefficient in handling large number of query points; 2) The 3D representation struggles to recover high-fidelity details. In this paper, we propose a new approach called NU-MCC that addresses these limitations. NU-MCC includes two key innovations: a Neighborhood decoder and a Repulsive Unsigned Distance Function (Repulsive UDF). First, our Neighborhood decoder introduces center points as an efficient proxy of input visual features, allowing each query point to only attend to a small neighborhood. This design not only results in much faster inference speed but also enables the exploitation of finer-scale visual features for improved recovery of 3D textures. Second, our Repulsive UDF is a novel alternative to the occupancy field used in MCC, significantly improving the quality of 3D object reconstruction. Compared to standard UDFs that suffer from holes in results, our proposed Repulsive UDF can achieve more complete surface reconstruction. Experimental results demonstrate that NU-MCC is able to learn a strong 3D representation, significantly advancing the state of the art in single-view 3D reconstruction. Particularly, it outperforms MCC by 9.7% in terms of the F1-score on the CO3D-v2 dataset with more than 5x faster running speed.

Applications/Computer Vision

Simian Luo, Chuanhao Yan, Chenxu Hu, Hang Zhao

The Video-to-Audio (V2A) model has recently gained attention for its practical application in generating audio directly from silent videos, particularly in video/film production. However, previous methods in V2A have limited generation quality in terms of temporal synchronization and audio-visual relevance. We present Diff-Foley, a synchronized Video-to-Audio synthesis method with a latent diffusion model (LDM) that generates high-quality audio with improved synchronization and audio-visual relevance. We adopt contrastive audio-visual pretraining (CAVP) to learn more temporally and semantically aligned features, then train an LDM with CAVP-aligned visual features on spectrogram latent space. The CAVP-aligned features enable LDM to capture the subtler audio-visual correlation via a cross-attention module. We further significantly improve sample quality with `double guidance'. Diff-Foley achieves state-of-the-art V2A performance on current large scale V2A dataset. Furthermore, we demonstrate Diff-Foley practical applicability and adaptability via customized downstream finetuning. Project Page: https://diff-foley.github.io/

Applications/Computer Vision

Yichao Cao, Qingfei Tang, Xiu Su, Song Chen, Shan You, Xiaobo Lu, Chang Xu

Human-object interaction (HOI) detection aims to comprehend the intricate relationships between humans and objects, predicting <human, action, object> triplets, and serving as the foundation for numerous computer vision tasks. The complexity and diversity of human-object interactions in the real world, however, pose significant challenges for both annotation and recognition, particularly in recognizing interactions within an open world context. This study explores the universal interaction recognition in an open-world setting through the use of Vision-Language (VL) foundation models and large language models (LLMs). The proposed method is dubbed as UniHOI. We conduct a deep analysis of the three hierarchical features inherent in visual HOI detectors and propose a method for high-level relation extraction aimed at VL foundation models, which we call HO prompt-based learning. Our design includes an HO Prompt-guided Decoder (HOPD), facilitates the association of high-level relation representations in the foundation model with various HO pairs within the image. Furthermore, we utilize a LLM (i.e. GPT) for interaction interpretation, generating a richer linguistic understanding for complex HOIs. For open-category interaction recognition, our method supports either of two input types: interaction phrase or interpretive sentence. Our efficient architecture design and learning methods effectively unleash the potential of the VL foundation models and LLMs, allowing UniHOI to surpass all existing methods with a substantial margin, under both supervised and zero-shot settings. The code and pre-trained weights will be made publicly available.

Applications/Computer Vision

Tianyi Liu, Kejun Wu, Yi Wang, Wenyang Liu, Kim-Hui Yap, Lap-Pui Chau

The past decade has witnessed great strides in video recovery by specialist technologies, like video inpainting, completion, and error concealment. However, they typically simulate the missing content by manual-designed error masks, thus failing to fill in the realistic video loss in video communication (e.g., telepresence, live streaming, and internet video) and multimedia forensics. To address this, we introduce the bitstream-corrupted video (BSCV) benchmark, the first benchmark dataset with more than 28,000 video clips, which can be used for bitstream-corrupted video recovery in the real world. The BSCV is a collection of 1) a proposed three-parameter corruption model for video bitstream, 2) a large-scale dataset containing rich error patterns, multiple corruption levels, and flexible dataset branches, and 3) a new video recovery framework that serves as a benchmark. We evaluate state-of-the-art video inpainting methods on the BSCV dataset, demonstrating existing approaches' limitations and our framework's advantages in solving the bitstream-corrupted video recovery problem. The benchmark and dataset are released at https://github.com/LIUTIGHE/BSCV-Dataset.

Applications/Computer Vision

Wentao Zhu, Jason Qin, Yuke Lou, Hang Ye, Xiaoxuan Ma, Hai Ci, Yizhou Wang

Humans exhibit a remarkable capacity for anticipating the actions of others and planning their own actions accordingly. In this study, we strive to replicate this ability by addressing the social motion prediction problem. We introduce a new benchmark, a novel formulation, and a cognition-inspired framework. We present Wusi, a 3D multi-person motion dataset under the context of team sports, which features intense and strategic human interactions and diverse pose distributions. By reformulating the problem from a multi-agent reinforcement learning perspective, we incorporate behavioral cloning and generative adversarial imitation learning to boost learning efficiency and generalization. Furthermore, we take into account the cognitive aspects of the human social action planning process and develop a cognitive hierarchy framework to predict strategic human social interactions. We conduct comprehensive experiments to validate the effectiveness of our proposed dataset and approach.

Applications/Computer Vision

Xingyu Chen, Weiyao Wang, Hao Tang, Matt Feiszli

3D spatial understanding is highly valuable in the context of semantic modeling of environments, agents, and their relationships. Semantic modeling approaches employed on monocular video often ingest outputs from off-the-shelf SLAM/SfM pipelines, which are anecdotally observed to perform poorly or fail completely on some fraction of the videos of interest. These target videos may vary widely in complexity of scenes, activities, camera trajectory, etc. Unfortunately, such semantically-rich video data often comes with no ground-truth 3D information, and in practice it is prohibitively costly or impossible to obtain ground truth reconstructions or camera pose post-hoc. This paper proposes a novel evaluation protocol, Object Reprojection Error (ORE) to benchmark camera trajectories; ORE computes reprojection error for static objects within the video and requires only lightweight object tracklet annotations. These annotations are easy to gather on new or existing video, enabling ORE to be calculated on essentially arbitrary datasets. We show that ORE maintains high rank correlation with standard metrics based on groundtruth. Leveraging ORE, we source videos and annotations from Ego4D-EgoTracks, resulting in EgoStatic, a large-scale diverse dataset for evaluating camera trajectories in-the-wild.

Applications/Computer Vision

Hao Tang, Kevin J Liang, Kristen Grauman, Matt Feiszli, Weiyao Wang

Visual object tracking is a key component to many egocentric vision problems. However, the full spectrum of challenges of egocentric tracking faced by an embodied AI is underrepresented in many existing datasets; these tend to focus on relatively short, third-person videos. Egocentric video has several distinguishing characteristics from those commonly found in past datasets: frequent large camera motions and hand interactions with objects commonly lead to occlusions or objects exiting the frame, and object appearance can change rapidly due to widely different points of view, scale, or object states. Embodied tracking is also naturally long-term, and being able to consistently (re-)associate objects to their appearances and disappearances over as long as a lifetime is critical. Previous datasets under-emphasize this re-detection problem, and their "framed" nature has led to adoption of various spatiotemporal priors that we find do not necessarily generalize to egocentric video. We thus introduce EgoTracks, a new dataset for long-term egocentric visual object tracking. Sourced from the Ego4D dataset, this new dataset presents a significant challenge to recent state-of-the-art single-object tracking models, which we find score poorly on traditional tracking metrics for our new dataset, compared to popular benchmarks. We further show improvements that can be made to a STARK tracker to significantly increase its performance on egocentric data, resulting in a baseline model we call EgoSTARK. We publicly release our annotations and benchmark, hoping our dataset leads to further advancements in tracking.

Applications/Computer Vision

Boris Ivanovic, Guanyu Song, Igor Gilitschenski, Marco Pavone

The field of trajectory forecasting has grown significantly in recent years, partially owing to the release of numerous large-scale, real-world human trajectory datasets for autonomous vehicles (AVs) and pedestrian motion tracking. While such datasets have been a boon for the community, they each use custom and unique data formats and APIs, making it cumbersome for researchers to train and evaluate methods across multiple datasets. To remedy this, we present trajdata: a unified interface to multiple human trajectory datasets. At its core, trajdata provides a simple, uniform, and efficient representation and API for trajectory and map data. As a demonstration of its capabilities, in this work we conduct a comprehensive empirical evaluation of existing trajectory datasets, providing users with a rich understanding of the data underpinning much of current pedestrian and AV motion forecasting research, and proposing suggestions for future datasets from these insights. trajdata is permissively licensed (Apache 2.0) and can be accessed online at https://github.com/NVlabs/trajdata.

Applications/Computer Vision

Alexandre Lacoste, Nils Lehmann, Pau Rodriguez, Evan Sherwin, Hannah Kerner, Björn Lütjens, Jeremy Irvin, David Dao, Hamed Alemohammad, Alexandre Drouin 等

Recent progress in self-supervision has shown that pre-training large neural networks on vast amounts of unsupervised data can lead to substantial increases in generalization to downstream tasks. Such models, recently coined foundation models, have been transformational to the field of natural language processing.Variants have also been proposed for image data, but their applicability to remote sensing tasks is limited.To stimulate the development of foundation models for Earth monitoring, we propose a benchmark comprised of six classification and six segmentation tasks, which were carefully curated and adapted to be both relevant to the field and well-suited for model evaluation. We accompany this benchmark with a robust methodology for evaluating models and reporting aggregated results to enable a reliable assessment of progress. Finally, we report results for 20 baselines to gain information about the performance of existing models.We believe that this benchmark will be a driver of progress across a variety of Earth monitoring tasks.