There has been a longstanding belief that generation can facilitate a true understanding of visual data. In line with this, we revisit generatively pre-training visual representations in light of recent interest in denoising diffusion models. While directly pre-training with diffusion models does not produce strong representations, we condition diffusion models on masked input and formulate diffusion models as masked autoencoders (DiffMAE). Our approach is capable of (i) serving as a strong initialization for downstream recognition tasks, (ii) conducting high-quality image inpainting, and (iii) being effortlessly extended to video where it produces state-of-the-art classification accuracy. We further perform a comprehensive study on the pros and cons of design choices and build connections between diffusion models and masked autoencoders.
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Recent work on deep reinforcement learning (DRL) has pointed out that algorithmic information about good policies can be extracted from offline data which lack explicit information about executed actions. For example, videos of humans or robots may convey a lot of implicit information about rewarding action sequences, but a DRL machine that wants to profit from watching such videos must first learn by itself to identify and recognize relevant states/actions/rewards. Without relying on ground-truth annotations, our new method called Deep State Identifier learns to predict returns from episodes encoded as videos. Then it uses a kind of mask-based sensitivity analysis to extract/identify important critical states. Extensive experiments showcase our method's potential for understanding and improving agent behavior. The source code and the generated datasets are available at https://github.com/AI-Initiative-KAUST/VideoRLCS.
Several recent works have directly extended the image masked autoencoder (MAE) with random masking into video domain, achieving promising results. However, unlike images, both spatial and temporal information are important for video understanding. This suggests that the random masking strategy that is inherited from the image MAE is less effective for video MAE. This motivates the design of a novel masking algorithm that can more efficiently make use of video saliency. Specifically, we propose a motion-guided masking algorithm (MGM) which leverages motion vectors to guide the position of each mask over time. Crucially, these motion-based correspondences can be directly obtained from information stored in the compressed format of the video, which makes our method efficient and scalable. On two challenging large-scale video benchmarks (Kinetics-400 and Something-Something V2), we equip video MAE with our MGM and achieve up to +1.3% improvement compared to previous state-of-the-art methods. Additionally, our MGM achieves equivalent performance to previous video MAE using up to 66% fewer training epochs. Lastly, we show that MGM generalizes better to downstream transfer learning and domain adaptation tasks on the UCF101, HMDB51, and Diving48 datasets, achieving up to +4.9% improvement compared to baseline methods.
Video relation grounding (VRG) is a significant and challenging problem in the domains of cross-modal learning and video understanding. In this study, we introduce a novel approach called inverse compositional learning (ICL) for weakly-supervised video relation grounding. Our approach represents relations at both the holistic and partial levels, formulating VRG as a joint optimization problem that encompasses reasoning at both levels. For holistic-level reasoning, we propose an inverse attention mechanism and a compositional encoder to generate compositional relevance features. Additionally, we introduce an inverse loss to evaluate and learn the relevance between visual features and relation features. At the partial-level reasoning, we introduce a grounding by classification scheme. By leveraging the learned holistic-level features and partial-level features, we train the entire model in an end-to-end manner. We conduct evaluations on two challenging datasets and demonstrate the substantial superiority of our proposed method over state-of-the-art methods. Extensive ablation studies confirm the effectiveness of our approach.
Although deep learning has significantly facilitated the progress of single image super-resolution (SISR) in recent years, it still hits bottlenecks to further improve SR performance with the continuous growth of model scale. Therefore, one of the hotspots in the field is to construct efficient SISR models by elevating the effectiveness of feature representation. In this work, we present a straightforward and generic approach for feature enhancement that can effectively promote the performance of SR models, dubbed partial channel shifting (PCS). Specifically, it is inspired by the temporal shifting in video understanding and displaces part of the channels along the spatial dimensions, thus allowing the effective receptive field to be amplified and the feature diversity to be augmented at almost zero cost. Also, it can be assembled into off-the-shelf models as a plug-and-play component for performance boosting without extra network parameters and computational overhead. However, regulating the features with PCS encounters some issues, like shifting directions and amplitudes, proportions, and patterns of shifted channels, etc. We impose some technical constraints on the issues to simplify the general channel shifting. Extensive and throughout experiments illustrate that the PCS indeed enlarges the effective receptive field, augments the feature diversity for efficiently enhancing SR recovery, and can endow obvious performance gains to existing models.
In this paper, we propose a brand new scene understanding paradigm called "Context Graph Generation (CGG)", aiming at abstracting holistic semantic information in the complicated 4D world. The CGG task capitalizes on the calibrated multiview videos of a dynamic scene, and targets at recovering semantic information (coordination, trajectories and relationships) of the presented objects in the form of spatio-temporal context graph in 4D space. We also present a benchmark 4D video dataset "RealGraph", the first dataset tailored for the proposed CGG task. The raw data of RealGraph is composed of calibrated and synchronized multiview videos. We exclusively provide manual annotations including object 2D&3D bounding boxes, category labels and semantic relationships. We also make sure the annotated ID for every single object is temporally and spatially consistent. We propose the first CGG baseline algorithm, Multiview-based Context Graph Generation Network (MCGNet), to empirically investigate the legitimacy of CGG task on RealGraph dataset. We nevertheless reveal the great challenges behind this task and encourage the community to explore beyond our solution.
We propose Spatio-temporal Crop Aggregation for video representation LEarning (SCALE), a novel method that enjoys high scalability at both training and inference time. Our model builds long-range video features by learning from sets of video clip-level features extracted with a pre-trained backbone. To train the model, we propose a self-supervised objective consisting of masked clip feature predictions. We apply sparsity to both the input, by extracting a random set of video clips, and to the loss function, by only reconstructing the sparse inputs. Moreover, we use dimensionality reduction by working in the latent space of a pre-trained backbone applied to single video clips. These techniques make our method not only extremely efficient to train but also highly effective in transfer learning. We demonstrate that our video representation yields state-of-the-art performance with linear, nonlinear, and k-NN probing on common action classification and video understanding datasets.
Temporal action localization (TAL), which involves recognizing and locating action instances, is a challenging task in video understanding. Most existing approaches directly predict action classes and regress offsets to boundaries, while overlooking the discrepant importance of each frame. In this paper, we propose an Action Sensitivity Learning framework (ASL) to tackle this task, which aims to assess the value of each frame and then leverage the generated action sensitivity to recalibrate the training procedure. We first introduce a lightweight Action Sensitivity Evaluator to learn the action sensitivity at the class level and instance level, respectively. The outputs of the two branches are combined to reweight the gradient of the two sub-tasks. Moreover, based on the action sensitivity of each frame, we design an Action Sensitive Contrastive Loss to enhance features, where the action-aware frames are sampled as positive pairs to push away the action-irrelevant frames. The extensive studies on various action localization benchmarks (i.e., MultiThumos, Charades, Ego4D-Moment Queries v1.0, Epic-Kitchens 100, Thumos14 and ActivityNet1.3) show that ASL surpasses the state-of-the-art in terms of average-mAP under multiple types of scenarios, e.g., single-labeled, densely-labeled and egocentric.
A number of computer vision deep regression approaches report improved results when adding a classification loss to the regression loss. Here, we explore why this is useful in practice and when it is beneficial. To do so, we start from precisely controlled dataset variations and data samplings and find that the effect of adding a classification loss is the most pronounced for regression with imbalanced data. We explain these empirical findings by formalizing the relation between the balanced and imbalanced regression losses. Finally, we show that our findings hold on two real imbalanced image datasets for depth estimation (NYUD2-DIR), and age estimation (IMDB-WIKI-DIR), and on the problem of imbalanced video progress prediction (Breakfast). Our main takeaway is: for a regression task, if the data sampling is imbalanced, then add a classification loss.
Paired video and language data is naturally temporal concurrency, which requires the modeling of the temporal dynamics within each modality and the temporal alignment across modalities simultaneously. However, most existing video-language representation learning methods only focus on discrete semantic alignment that encourages aligned semantics to be close in the latent space, or temporal context dependency that captures short-range coherence, failing in building the temporal concurrency. In this paper, we propose to learn video-language representations by modeling video-language pairs as Temporal Concurrent Processes (TCP) via a process-wised distance metric learning framework. Specifically, we employ the soft Dynamic Time Warping (DTW) to measure the distance between two processes across modalities and then optimize the DTW costs. Meanwhile, we further introduce a regularization term that enforces the embeddings of each modality approximating a stochastic process to guarantee the inherent dynamics. Experimental results on three benchmarks demonstrate that TCP stands as a state-of-the-art method for various video-language understanding tasks, including paragraph-to-video retrieval, video moment retrieval, and video question-answering. Code is available at https://github.com/hengRUC/TCP.
Understanding verbs is crucial to modelling how people and objects interact with each other and the environment through space and time. Recently, state-of-the-art video-language models based on CLIP have been shown to have limited verb understanding and to rely extensively on nouns, restricting their performance in real-world video applications that require action and temporal understanding. In this work, we improve verb understanding for CLIP-based video-language models by proposing a new Verb-Focused Contrastive (VFC) framework. This consists of two main components: (1) leveraging pretrained large language models (LLMs) to create hard negatives for cross-modal contrastive learning, together with a calibration strategy to balance the occurrence of concepts in positive and negative pairs; and (2) enforcing a fine-grained, verb phrase alignment loss. Our method achieves state-of-the-art results for zero-shot performance on three downstream tasks that focus on verb understanding, including video-text matching, video question-answering and video classification; while maintaining performance on noun-focused settings. To the best of our knowledge, this is the first work which proposes a method to alleviate the verb understanding problem, and does not simply highlight it. Our code is publicly available.
Chaotic World: A Large and Challenging Benchmark for Human Behavior Understanding in Chaotic Events
PDF ↗Understanding and analyzing human behaviors (actions and interactions of people), voices, and sounds in chaotic events is crucial in many applications, e.g., crowd management, emergency response services. Different from human behaviors in daily life, human behaviors in chaotic events are generally different in how they behave and influence others, and hence are often much more complex. However, currently there is lack of a large video dataset for analyzing human behaviors in chaotic situations. To this end, we create the first large and challenging multi-modal dataset, Chaotic World, that simultaneously provides different levels of fine-grained and dense spatio-temporal annotations of sounds, individual actions and group interaction graphs, and even text descriptions for each scene in each video, thereby enabling a thorough analysis of complicated behaviors in crowds and chaos. Our dataset consists of a total of 299,923 annotated instances for detecting human behaviors for Spatiotemporal Action Localization in chaotic events, 224,275 instances for identifying interactions between people for Behavior Graph Analysis in chaotic events, 336,390 instances for localizing relevant scenes of interest in long videos for Spatiotemporal Event Grounding, and 378,093 instances for triangulating the source of sound for Event Sound Source Localization. Given the practical complexity and challenges in chaotic events (e.g., large crowds, serious occlusions, complicated interaction patterns), our dataset shall be able to facilitate the community to develop, adapt, and evaluate various types of advanced models for analyzing human behaviors in chaotic events. We also design a simple yet effective IntelliCare model with a Dynamic Knowledge Pathfinder module that intelligently learns from multiple tasks and can analyze various aspects of a chaotic scene in a unified architecture. This method achieves promising results in experiments. Dataset and code can be found at https://github.com/sutdcv/Chaotic-World
Humans can easily understand a single image as depicting multiple potential objects permitting interaction. We use this skill to plan our interactions with the world and accelerate understanding new objects without engaging in interaction. In this paper, we would like to endow machines with the similar ability, so that intelligent agents can better explore the 3D scene or manipulate objects. Our approach is a transformer-based model that predicts the 3D location, physical properties and affordance of objects. To power this model, we collect a dataset with Internet videos, egocentric videos and indoor images to train and validate our approach. Our model yields strong performance on our data, and generalizes well to robotics data.
We introduce a novel representation called Ordered Atomic Activity for interactive scenario understanding. The representation decomposes each scenario into a set of ordered atomic activities, where each activity consists of an action and the corresponding actors involved and the order denotes the temporal development of the scenario. The design also helps in identifying important interactive relationships such as yielding. The action is a high-level semantic motion pattern that is grounded in the surrounding road topology, which we decompose into zones and corners with unique IDs. For example, a group of pedestrians crossing on the left side is denoted as C1 - C4: P+, as depicted in Figure 1. We collect a new large-scale dataset called OATS (Ordered Atomic Activities in interactive Traffic Scenarios), comprising 1026 video clips ( 20s) captured at intersections. Each clip is labeled with the proposed language, resulting in 59 activity categories and 6512 annotated activity instances. We propose three fine-grained scenario understanding tasks, i.e., multi-label Atomic Activity recognition, recognition, activity order prediction, and interactive scenario retrieval. We implement various state-of-the-art algorithms and conduct extensive experiments on OATS. We found the existing methods cannot achieve satisfactory performance, indicating new opportunities for the community to develop new algorithms for these tasks toward better interactive scenario understanding
Daily objects commonly experience state changes. For example, slicing a cucumber changes its state from whole to sliced. Learning about object state changes in Video Object Segmentation (VOS) is crucial for understanding and interacting with the visual world. Conventional VOS benchmarks do not consider this challenging yet crucial problem. This paper makes a pioneering effort to introduce a weakly-supervised benchmark on Video State-Changing Object Segmentation (VSCOS). We construct our VSCOS benchmark by selecting state-changing videos from existing datasets. In advocate of an annotation-efficient approach towards state-changing object segmentation, we only annotate the first and last frames of training videos, which is different from conventional VOS. Notably, an open-vocabulary setting is included to evaluate the generalization to novel types of objects or state changes. We empirically illustrate that state-of-the-art VOS models struggle with state-changing objects and lose track after the state changes. We analyze the main difficulties of our VSCOS task and identify three technical improvements, namely, fine-tuning strategies, representation learning, and integrating motion information. Applying these improvements results in a strong baseline for segmenting state-changing objects consistently. Our benchmark and baseline methods are publicly available at https://github.com/venom12138/VSCOS.
The prolific performances of Vision Transformers (ViTs) in image tasks have prompted research into adapting the image ViTs for video tasks. However, the substantial gap between image and video impedes the spatiotemporal learning of these image-pretrained models. Though video-specialized models like UniFormer can transfer to the video domain more seamlessly, their unique architectures require prolonged image pretraining, limiting the scalability. Given the emergence of powerful open-source image ViTs, we propose unlocking their potential for video understanding with efficient UniFormer designs. We call the resulting model UniFormerV2, since it inherits the concise style of the UniFormer block, while redesigning local and global relation aggregators that seamlessly integrate advantages from both ViTs and UniFormer. Our UniFormerV2 achieves state-of-the-art performances on 8 popular video benchmarks, including scene-related Kinetics-400/600/700, heterogeneous Moments in Time, temporal-related Something-Something V1/V2, and untrimmed ActivityNet and HACS. It is noteworthy that to the best of our knowledge, UniFormerV2 is the first to elicit 90% top-1 accuracy on Kinetics-400.
With the surge in attention to Egocentric Hand-Object Interaction (Ego-HOI), large-scale datasets such as Ego4D and EPIC-KITCHENS have been proposed. However, most current research is built on resources derived from third-person video action recognition. This inherent domain gap between first- and third-person action videos, which have not been adequately addressed before, makes current Ego-HOI suboptimal. This paper rethinks and proposes a new framework as an infrastructure to advance Ego-HOI recognition by Probing, Curation and Adaption (EgoPCA). We contribute comprehensive pre-train sets, balanced test sets and a new baseline, which are complete with a training-finetuning strategy. With our new framework, we not only achieve state-of-the-art performance on Ego-HOI benchmarks but also build several new and effective mechanisms and settings to advance further research. We believe our data and the findings will pave a new way for Ego-HOI understanding. Code and data are available at https://mvig-rhos.com/ego_pca.
This paper presents IP-SLT, a simple yet effective framework for sign language translation (SLT). Our IP-SLT adopts a recurrent structure and enhances the semantic representation (prototype) of the input sign language video via an iterative refinement manner. Our idea mimics the behavior of human reading, where a sentence can be digested repeatedly, till reaching accurate understanding. Technically, IP-SLT consists of feature extraction, prototype initialization, and iterative prototype refinement. The initialization module generates the initial prototype based on the visual feature extracted by the feature extraction module. Then, the iterative refinement module leverages the cross-attention mechanism to polish the previous prototype by aggregating it with the original video feature. Through repeated refinement, the prototype finally converges to a more stable and accurate state, leading to a fluent and appropriate translation. In addition, to leverage the sequential dependence of prototypes, we further propose an iterative distillation loss to compress the knowledge of the final iteration into previous ones. As the autoregressive decoding process is executed only once in inference, our IP-SLT is ready to improve various SLT systems with acceptable overhead. Extensive experiments are conducted on public benchmarks to demonstrate the effectiveness of the IP-SLT.
With the recent advances in video and 3D understanding, novel 4D spatio-temporal methods fusing both concepts have emerged. Towards this direction, the Ego4D Episodic Memory Benchmark proposed a task for Visual Queries with 3D Localization (VQ3D). Given an egocentric video clip and an image crop depicting a query object, the goal is to localize the 3D position of the center of that query object with respect to the camera pose of a query frame. Current methods tackle the problem of VQ3D by unprojecting the 2D localization results of the sibling task Visual Queries with 2D Localization (VQ2D) into 3D predictions. Yet, we point out that the low number of camera poses caused by camera re-localization from previous VQ3D methods severally hinders their overall success rate. In this work, we formalize a pipeline (we dub EgoLoc) that better entangles 3D multiview geometry with 2D object retrieval from egocentric videos. Our approach involves estimating more robust camera poses and aggregating multi-view 3D displacements by leveraging the 2D detection confidence, which enhances the success rate of object queries and leads to a significant improvement in the VQ3D baseline performance. Specifically, our approach achieves an overall success rate of up to 87.12%, which sets a new state-of-the-art result in the VQ3D task. We provide a comprehensive empirical analysis of the VQ3D task and existing solutions, and highlight the remaining challenges in VQ3D. The code is available at https://github.com/Wayne-Mai/EgoLoc.
The ability to perceive and understand 3D scenes is crucial for many applications in computer vision and robotics. Inverse graphics is an appealing approach to 3D scene understanding that aims to infer the 3D scene structure from 2D images. In this paper, we introduce probabilistic modeling to the inverse graphics framework to quantify uncertainty and achieve robustness in 6D pose estimation tasks. Specifically, we propose 3D Neural Embedding Likelihood (3DNEL) as a unified probabilistic model over RGB-D images, and develop efficient inference procedures on 3D scene descriptions. 3DNEL effectively combines learned neural embeddings from RGB with depth information to improve robustness in sim-to-real 6D object pose estimation from RGB-D images. Performance on the YCB-Video dataset is on par with state-of-the-art yet is much more robust in challenging regimes. In contrast to discriminative approaches, 3DNEL's probabilistic generative formulation jointly models multiple objects in a scene, quantifies uncertainty in a principled way, and handles object pose tracking under heavy occlusion. Finally, 3DNEL provides a principled framework for incorporating prior knowledge about the scene and objects, which allows natural extension to additional tasks like camera pose tracking from video.