Existing work on scene flow estimation focuses on autonomous driving and mobile robotics, while automated solutions are lacking for motion in nature, such as that exhibited by debris flows. We propose DEFLOW, a model for 3D motion estimation of debris flows, together with a newly captured dataset. We adopt a novel multi-level sensor fusion architecture and self-supervision to incorporate the inductive biases of the scene. We further adopt a multi-frame temporal processing module to enable flow speed estimation over time. Our model achieves state-of-the-art optical flow and depth estimation on our dataset, and fully automates the motion estimation for debris flows. The source code and dataset are available at project page.
Recent works show that the data distribution in a network's latent space is useful for estimating classification uncertainty and detecting Out-of-distribution (OOD) samples. To obtain a well-regularized latent space that is conducive for uncertainty estimation, existing methods bring in significant changes to model architectures and training procedures. In this paper, we present a lightweight, fast, and high-performance regularization method for Mahalanobis distance-based uncertainty prediction, and that requires minimal changes to the network's architecture. To derive Gaussian latent representation favourable for Mahalanobis Distance calculation, we introduce a self-supervised representation learning method that separates in-class representations into multiple Gaussians. Classes with non-Gaussian representations are automatically identified and dynamically clustered into multiple new classes that are approximately Gaussian. Evaluation on standard OOD benchmarks shows that our method achieves state-of-the-art results on OOD detection with minimal inference time, and is very competitive on predictive probability calibration. Finally, we show the applicability of our method to a real-life computer vision use case on microorganism classification.
We propose Gated Stereo, a high-resolution and long-range depth estimation technique that operates on active gated stereo images. Using active and high dynamic range passive captures, Gated Stereo exploits multi-view cues alongside time-of-flight intensity cues from active gating. To this end, we propose a depth estimation method with a monocular and stereo depth prediction branch which are combined in a final fusion stage. Each block is supervised through a combination of supervised and gated self-supervision losses. To facilitate training and validation, we acquire a long-range synchronized gated stereo dataset for automotive scenarios. We find that the method achieves an improvement of more than 50 % MAE compared to the next best RGB stereo method, and 74 % MAE to existing monocular gated methods for distances up to 160 m. Our code,models and datasets are available here.
Although remarkable progress has been made in recent years, current multi-exposure image fusion (MEF) research is still bounded by the lack of real ground truth, objective evaluation function, and robust fusion strategy. In this paper, we study the MEF problem from a new perspective. We don't utilize any synthesized ground truth, design any loss function, or develop any fusion strategy. Our proposed method EMEF takes advantage of the wisdom of multiple imperfect MEF contributors including both conventional and deep learning-based methods. Specifically, EMEF consists of two main stages: pre-train an imitator network and tune the imitator in the runtime. In the first stage, we make a unified network imitate different MEF targets in a style modulation way. In the second stage, we tune the imitator network by optimizing the style code, in order to find an optimal fusion result for each input pair. In the experiment, we construct EMEF from four state-of-the-art MEF methods and then make comparisons with the individuals and several other competitive methods on the latest released MEF benchmark dataset. The promising experimental results demonstrate that our ensemble framework can "get the best of all worlds". The code is available at //github.com/medalwill/EMEF.
Realistic and diverse 3D shape generation is helpful for a wide variety of applications such as virtual reality, gaming, and animation. Modern generative models, such as GANs and diffusion models, learn from large-scale datasets and generate new samples following similar data distributions. However, when training data is limited, deep neural generative networks overfit and tend to replicate training samples. Prior works focus on few-shot image generation to produce high-quality and diverse results using a few target images. Unfortunately, abundant 3D shape data is typically hard to obtain as well. In this work, we make the first attempt to realize few-shot 3D shape generation by adapting generative models pre-trained on large source domains to target domains using limited data. To relieve overfitting and keep considerable diversity, we propose to maintain the probability distributions of the pairwise relative distances between adapted samples at feature-level and shape-level during domain adaptation. Our approach only needs the silhouettes of few-shot target samples as training data to learn target geometry distributions and achieve generated shapes with diverse topology and textures. Moreover, we introduce several metrics to evaluate the quality and diversity of few-shot 3D shape generation. The effectiveness of our approach is demonstrated qualitatively and quantitatively under a series of few-shot 3D shape adaptation setups.
A mainstream type of current self-supervised learning methods pursues a general-purpose representation that can be well transferred to downstream tasks, typically by optimizing on a given pretext task such as instance discrimination. In this work, we argue that existing pretext tasks inevitably introduce biases into the learned representation, which in turn leads to biased transfer performance on various downstream tasks. To cope with this issue, we propose Maximum Entropy Coding (MEC), a more principled objective that explicitly optimizes on the structure of the representation, so that the learned representation is less biased and thus generalizes better to unseen downstream tasks. Inspired by the principle of maximum entropy in information theory, we hypothesize that a generalizable representation should be the one that admits the maximum entropy among all plausible representations. To make the objective end-to-end trainable, we propose to leverage the minimal coding length in lossy data coding as a computationally tractable surrogate for the entropy, and further derive a scalable reformulation of the objective that allows fast computation. Extensive experiments demonstrate that MEC learns a more generalizable representation than previous methods based on specific pretext tasks. It achieves state-of-the-art performance consistently on various downstream tasks, including not only ImageNet linear probe, but also semi-supervised classification, object detection, instance segmentation, and object tracking. Interestingly, we show that existing batch-wise and feature-wise self-supervised objectives could be seen equivalent to low-order approximations of MEC. Code and pre-trained models are available at //github.com/xinliu20/MEC.
Estimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey to focus on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area. A regularly updated project page can be found at //github.com/tinatiansjz/hmr-survey.
Autonomous driving is regarded as one of the most promising remedies to shield human beings from severe crashes. To this end, 3D object detection serves as the core basis of such perception system especially for the sake of path planning, motion prediction, collision avoidance, etc. Generally, stereo or monocular images with corresponding 3D point clouds are already standard layout for 3D object detection, out of which point clouds are increasingly prevalent with accurate depth information being provided. Despite existing efforts, 3D object detection on point clouds is still in its infancy due to high sparseness and irregularity of point clouds by nature, misalignment view between camera view and LiDAR bird's eye of view for modality synergies, occlusions and scale variations at long distances, etc. Recently, profound progress has been made in 3D object detection, with a large body of literature being investigated to address this vision task. As such, we present a comprehensive review of the latest progress in this field covering all the main topics including sensors, fundamentals, and the recent state-of-the-art detection methods with their pros and cons. Furthermore, we introduce metrics and provide quantitative comparisons on popular public datasets. The avenues for future work are going to be judiciously identified after an in-deep analysis of the surveyed works. Finally, we conclude this paper.
We present self-supervised geometric perception (SGP), the first general framework to learn a feature descriptor for correspondence matching without any ground-truth geometric model labels (e.g., camera poses, rigid transformations). Our first contribution is to formulate geometric perception as an optimization problem that jointly optimizes the feature descriptor and the geometric models given a large corpus of visual measurements (e.g., images, point clouds). Under this optimization formulation, we show that two important streams of research in vision, namely robust model fitting and deep feature learning, correspond to optimizing one block of the unknown variables while fixing the other block. This analysis naturally leads to our second contribution -- the SGP algorithm that performs alternating minimization to solve the joint optimization. SGP iteratively executes two meta-algorithms: a teacher that performs robust model fitting given learned features to generate geometric pseudo-labels, and a student that performs deep feature learning under noisy supervision of the pseudo-labels. As a third contribution, we apply SGP to two perception problems on large-scale real datasets, namely relative camera pose estimation on MegaDepth and point cloud registration on 3DMatch. We demonstrate that SGP achieves state-of-the-art performance that is on-par or superior to the supervised oracles trained using ground-truth labels.
Human pose estimation aims to locate the human body parts and build human body representation (e.g., body skeleton) from input data such as images and videos. It has drawn increasing attention during the past decade and has been utilized in a wide range of applications including human-computer interaction, motion analysis, augmented reality, and virtual reality. Although the recently developed deep learning-based solutions have achieved high performance in human pose estimation, there still remain challenges due to insufficient training data, depth ambiguities, and occlusions. The goal of this survey paper is to provide a comprehensive review of recent deep learning-based solutions for both 2D and 3D pose estimation via a systematic analysis and comparison of these solutions based on their input data and inference procedures. More than 240 research papers since 2014 are covered in this survey. Furthermore, 2D and 3D human pose estimation datasets and evaluation metrics are included. Quantitative performance comparisons of the reviewed methods on popular datasets are summarized and discussed. Finally, the challenges involved, applications, and future research directions are concluded. We also provide a regularly updated project page on: \url{//github.com/zczcwh/DL-HPE}
This work addresses a novel and challenging problem of estimating the full 3D hand shape and pose from a single RGB image. Most current methods in 3D hand analysis from monocular RGB images only focus on estimating the 3D locations of hand keypoints, which cannot fully express the 3D shape of hand. In contrast, we propose a Graph Convolutional Neural Network (Graph CNN) based method to reconstruct a full 3D mesh of hand surface that contains richer information of both 3D hand shape and pose. To train networks with full supervision, we create a large-scale synthetic dataset containing both ground truth 3D meshes and 3D poses. When fine-tuning the networks on real-world datasets without 3D ground truth, we propose a weakly-supervised approach by leveraging the depth map as a weak supervision in training. Through extensive evaluations on our proposed new datasets and two public datasets, we show that our proposed method can produce accurate and reasonable 3D hand mesh, and can achieve superior 3D hand pose estimation accuracy when compared with state-of-the-art methods.