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We present ARCH++, an image-based method to reconstruct 3D avatars with arbitrary clothing styles. Our reconstructed avatars are animation-ready and highly realistic, in both the visible regions from input views and the unseen regions. While prior work shows great promise of reconstructing animatable clothed humans with various topologies, we observe that there exist fundamental limitations resulting in sub-optimal reconstruction quality. In this paper, we revisit the major steps of image-based avatar reconstruction and address the limitations with ARCH++. First, we introduce an end-to-end point based geometry encoder to better describe the semantics of the underlying 3D human body, in replacement of previous hand-crafted features. Second, in order to address the occupancy ambiguity caused by topological changes of clothed humans in the canonical pose, we propose a co-supervising framework with cross-space consistency to jointly estimate the occupancy in both the posed and canonical spaces. Last, we use image-to-image translation networks to further refine detailed geometry and texture on the reconstructed surface, which improves the fidelity and consistency across arbitrary viewpoints. In the experiments, we demonstrate improvements over the state of the art on both public benchmarks and user studies in reconstruction quality and realism.

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In the design of action recognition models, the quality of videos in the dataset is an important issue, however the trade-off between the quality and performance is often ignored. In general, action recognition models are trained and tested on high-quality videos, but in actual situations where action recognition models are deployed, sometimes it might not be assumed that the input videos are of high quality. In this study, we report qualitative evaluations of action recognition models for the quality degradation associated with transcoding by JPEG and H.264/AVC. Experimental results are shown for evaluating the performance of pre-trained models on the transcoded validation videos of Kinetics400. The models are also trained on the transcoded training videos. From these results, we quantitatively show the degree of degradation of the model performance with respect to the degradation of the video quality.

We consider the offline constrained reinforcement learning (RL) problem, in which the agent aims to compute a policy that maximizes expected return while satisfying given cost constraints, learning only from a pre-collected dataset. This problem setting is appealing in many real-world scenarios, where direct interaction with the environment is costly or risky, and where the resulting policy should comply with safety constraints. However, it is challenging to compute a policy that guarantees satisfying the cost constraints in the offline RL setting, since the off-policy evaluation inherently has an estimation error. In this paper, we present an offline constrained RL algorithm that optimizes the policy in the space of the stationary distribution. Our algorithm, COptiDICE, directly estimates the stationary distribution corrections of the optimal policy with respect to returns, while constraining the cost upper bound, with the goal of yielding a cost-conservative policy for actual constraint satisfaction. Experimental results show that COptiDICE attains better policies in terms of constraint satisfaction and return-maximization, outperforming baseline algorithms.

We present PHORHUM, a novel, end-to-end trainable, deep neural network methodology for photorealistic 3D human reconstruction given just a monocular RGB image. Our pixel-aligned method estimates detailed 3D geometry and, for the first time, the unshaded surface color together with the scene illumination. Observing that 3D supervision alone is not sufficient for high fidelity color reconstruction, we introduce patch-based rendering losses that enable reliable color reconstruction on visible parts of the human, and detailed and plausible color estimation for the non-visible parts. Moreover, our method specifically addresses methodological and practical limitations of prior work in terms of representing geometry, albedo, and illumination effects, in an end-to-end model where factors can be effectively disentangled. In extensive experiments, we demonstrate the versatility and robustness of our approach. Our state-of-the-art results validate the method qualitatively and for different metrics, for both geometric and color reconstruction.

Numerous sand dust image enhancement algorithms have been proposed in recent years. To our best acknowledge, however, most methods evaluated their performance with no-reference way using few selected real-world images from internet. It is unclear how to quantitatively analysis the performance of the algorithms in a supervised way and how we could gauge the progress in the field. Moreover, due to the absence of large-scale benchmark datasets, there are no well-known reports of data-driven based method for sand dust image enhancement up till now. To advance the development of deep learning-based algorithms for sand dust image reconstruction, while enabling supervised objective evaluation of algorithm performance. In this paper, we presented a comprehensive perceptual study and analysis of real-world sand dust images, then constructed a Sand-dust Image Reconstruction Benchmark (SIRB) for training Convolutional Neural Networks (CNNs) and evaluating algorithms performance. In addition, we adopted the existing image transformation neural network trained on SIRB as baseline to illustrate the generalization of SIRB for training CNNs. Finally, we conducted the qualitative and quantitative evaluation to demonstrate the performance and limitations of the state-of-the-arts (SOTA), which shed light on future research in sand dust image reconstruction.

Making generative models 3D-aware bridges the 2D image space and the 3D physical world yet remains challenging. Recent attempts equip a Generative Adversarial Network (GAN) with a Neural Radiance Field (NeRF), which maps 3D coordinates to pixel values, as a 3D prior. However, the implicit function in NeRF has a very local receptive field, making the generator hard to become aware of the global structure. Meanwhile, NeRF is built on volume rendering which can be too costly to produce high-resolution results, increasing the optimization difficulty. To alleviate these two problems, we propose a novel framework, termed as VolumeGAN, for high-fidelity 3D-aware image synthesis, through explicitly learning a structural representation and a textural representation. We first learn a feature volume to represent the underlying structure, which is then converted to a feature field using a NeRF-like model. The feature field is further accumulated into a 2D feature map as the textural representation, followed by a neural renderer for appearance synthesis. Such a design enables independent control of the shape and the appearance. Extensive experiments on a wide range of datasets show that our approach achieves sufficiently higher image quality and better 3D control than the previous methods.

In the pooled data problem we are given a set of $n$ agents, each of which holds a hidden state bit, either $0$ or $1$. A querying procedure returns for a query set the sum of the states of the queried agents. The goal is to reconstruct the states using as few queries as possible. In this paper we consider two noise models for the pooled data problem. In the noisy channel model, the result for each agent flips with a certain probability. In the noisy query model, each query result is subject to random Gaussian noise. Our results are twofold. First, we present and analyze for both error models a simple and efficient distributed algorithm that reconstructs the initial states in a greedy fashion. Our novel analysis pins down the range of error probabilities and distributions for which our algorithm reconstructs the exact initial states with high probability. Secondly, we present simulation results of our algorithm and compare its performance with approximate message passing (AMP) algorithms that are conjectured to be optimal in a number of related problems.

In this paper, we propose a novel Feature Decomposition and Reconstruction Learning (FDRL) method for effective facial expression recognition. We view the expression information as the combination of the shared information (expression similarities) across different expressions and the unique information (expression-specific variations) for each expression. More specifically, FDRL mainly consists of two crucial networks: a Feature Decomposition Network (FDN) and a Feature Reconstruction Network (FRN). In particular, FDN first decomposes the basic features extracted from a backbone network into a set of facial action-aware latent features to model expression similarities. Then, FRN captures the intra-feature and inter-feature relationships for latent features to characterize expression-specific variations, and reconstructs the expression feature. To this end, two modules including an intra-feature relation modeling module and an inter-feature relation modeling module are developed in FRN. Experimental results on both the in-the-lab databases (including CK+, MMI, and Oulu-CASIA) and the in-the-wild databases (including RAF-DB and SFEW) show that the proposed FDRL method consistently achieves higher recognition accuracy than several state-of-the-art methods. This clearly highlights the benefit of feature decomposition and reconstruction for classifying expressions.

Detection and recognition of text in natural images are two main problems in the field of computer vision that have a wide variety of applications in analysis of sports videos, autonomous driving, industrial automation, to name a few. They face common challenging problems that are factors in how text is represented and affected by several environmental conditions. The current state-of-the-art scene text detection and/or recognition methods have exploited the witnessed advancement in deep learning architectures and reported a superior accuracy on benchmark datasets when tackling multi-resolution and multi-oriented text. However, there are still several remaining challenges affecting text in the wild images that cause existing methods to underperform due to there models are not able to generalize to unseen data and the insufficient labeled data. Thus, unlike previous surveys in this field, the objectives of this survey are as follows: first, offering the reader not only a review on the recent advancement in scene text detection and recognition, but also presenting the results of conducting extensive experiments using a unified evaluation framework that assesses pre-trained models of the selected methods on challenging cases, and applies the same evaluation criteria on these techniques. Second, identifying several existing challenges for detecting or recognizing text in the wild images, namely, in-plane-rotation, multi-oriented and multi-resolution text, perspective distortion, illumination reflection, partial occlusion, complex fonts, and special characters. Finally, the paper also presents insight into the potential research directions in this field to address some of the mentioned challenges that are still encountering scene text detection and recognition techniques.

Most object recognition approaches predominantly focus on learning discriminative visual patterns while overlooking the holistic object structure. Though important, structure modeling usually requires significant manual annotations and therefore is labor-intensive. In this paper, we propose to "look into object" (explicitly yet intrinsically model the object structure) through incorporating self-supervisions into the traditional framework. We show the recognition backbone can be substantially enhanced for more robust representation learning, without any cost of extra annotation and inference speed. Specifically, we first propose an object-extent learning module for localizing the object according to the visual patterns shared among the instances in the same category. We then design a spatial context learning module for modeling the internal structures of the object, through predicting the relative positions within the extent. These two modules can be easily plugged into any backbone networks during training and detached at inference time. Extensive experiments show that our look-into-object approach (LIO) achieves large performance gain on a number of benchmarks, including generic object recognition (ImageNet) and fine-grained object recognition tasks (CUB, Cars, Aircraft). We also show that this learning paradigm is highly generalizable to other tasks such as object detection and segmentation (MS COCO). Project page: //github.com/JDAI-CV/LIO.

Object detection is an important and challenging problem in computer vision. Although the past decade has witnessed major advances in object detection in natural scenes, such successes have been slow to aerial imagery, not only because of the huge variation in the scale, orientation and shape of the object instances on the earth's surface, but also due to the scarcity of well-annotated datasets of objects in aerial scenes. To advance object detection research in Earth Vision, also known as Earth Observation and Remote Sensing, we introduce a large-scale Dataset for Object deTection in Aerial images (DOTA). To this end, we collect $2806$ aerial images from different sensors and platforms. Each image is of the size about 4000-by-4000 pixels and contains objects exhibiting a wide variety of scales, orientations, and shapes. These DOTA images are then annotated by experts in aerial image interpretation using $15$ common object categories. The fully annotated DOTA images contains $188,282$ instances, each of which is labeled by an arbitrary (8 d.o.f.) quadrilateral To build a baseline for object detection in Earth Vision, we evaluate state-of-the-art object detection algorithms on DOTA. Experiments demonstrate that DOTA well represents real Earth Vision applications and are quite challenging.

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