Human action or activity recognition in videos is a fundamental task in computer vision with applications in surveillance and monitoring, self-driving cars, sports analytics, human-robot interaction and many more. Traditional supervised methods require large annotated datasets for training, which are expensive and time-consuming to acquire. This work proposes a novel approach using Cross-Architecture Pseudo-Labeling with contrastive learning for semi-supervised action recognition. Our framework leverages both labeled and unlabelled data to robustly learn action representations in videos, combining pseudo-labeling with contrastive learning for effective learning from both types of samples. We introduce a novel cross-architecture approach where 3D Convolutional Neural Networks (3D CNNs) and video transformers (VIT) are utilised to capture different aspects of action representations; hence we call it ActNetFormer. The 3D CNNs excel at capturing spatial features and local dependencies in the temporal domain, while VIT excels at capturing long-range dependencies across frames. By integrating these complementary architectures within the ActNetFormer framework, our approach can effectively capture both local and global contextual information of an action. This comprehensive representation learning enables the model to achieve better performance in semi-supervised action recognition tasks by leveraging the strengths of each of these architectures. Experimental results on standard action recognition datasets demonstrate that our approach performs better than the existing methods, achieving state-of-the-art performance with only a fraction of labeled data. The official website of this work is available at: //github.com/rana2149/ActNetFormer.
Driven by powerful image diffusion models, recent research has achieved the automatic creation of 3D objects from textual or visual guidance. By performing score distillation sampling (SDS) iteratively across different views, these methods succeed in lifting 2D generative prior to the 3D space. However, such a 2D generative image prior bakes the effect of illumination and shadow into the texture. As a result, material maps optimized by SDS inevitably involve spurious correlated components. The absence of precise material definition makes it infeasible to relight the generated assets reasonably in novel scenes, which limits their application in downstream scenarios. In contrast, humans can effortlessly circumvent this ambiguity by deducing the material of the object from its appearance and semantics. Motivated by this insight, we propose MaterialSeg3D, a 3D asset material generation framework to infer underlying material from the 2D semantic prior. Based on such a prior model, we devise a mechanism to parse material in 3D space. We maintain a UV stack, each map of which is unprojected from a specific viewpoint. After traversing all viewpoints, we fuse the stack through a weighted voting scheme and then employ region unification to ensure the coherence of the object parts. To fuel the learning of semantics prior, we collect a material dataset, named Materialized Individual Objects (MIO), which features abundant images, diverse categories, and accurate annotations. Extensive quantitative and qualitative experiments demonstrate the effectiveness of our method.
Text-guided image editing is widely needed in daily life, ranging from personal use to professional applications such as Photoshop. However, existing methods are either zero-shot or trained on an automatically synthesized dataset, which contains a high volume of noise. Thus, they still require lots of manual tuning to produce desirable outcomes in practice. To address this issue, we introduce MagicBrush (//osu-nlp-group.github.io/MagicBrush/), the first large-scale, manually annotated dataset for instruction-guided real image editing that covers diverse scenarios: single-turn, multi-turn, mask-provided, and mask-free editing. MagicBrush comprises over 10K manually annotated triplets (source image, instruction, target image), which supports trainining large-scale text-guided image editing models. We fine-tune InstructPix2Pix on MagicBrush and show that the new model can produce much better images according to human evaluation. We further conduct extensive experiments to evaluate current image editing baselines from multiple dimensions including quantitative, qualitative, and human evaluations. The results reveal the challenging nature of our dataset and the gap between current baselines and real-world editing needs.
Recent advances in generative imagery have brought forth outpainting and inpainting models that can produce high-quality, plausible image content in unknown regions. However, the content these models hallucinate is necessarily inauthentic, since they are unaware of the true scene. In this work, we propose RealFill, a novel generative approach for image completion that fills in missing regions of an image with the content that should have been there. RealFill is a generative inpainting model that is personalized using only a few reference images of a scene. These reference images do not have to be aligned with the target image, and can be taken with drastically varying viewpoints, lighting conditions, camera apertures, or image styles. Once personalized, RealFill is able to complete a target image with visually compelling contents that are faithful to the original scene. We evaluate RealFill on a new image completion benchmark that covers a set of diverse and challenging scenarios, and find that it outperforms existing approaches by a large margin. Project page: //realfill.github.io
Although pre-training on a large amount of data is beneficial for robot learning, current paradigms only perform large-scale pretraining for visual representations, whereas representations for other modalities are trained from scratch. In contrast to the abundance of visual data, it is unclear what relevant internet-scale data may be used for pretraining other modalities such as tactile sensing. Such pretraining becomes increasingly crucial in the low-data regimes common in robotics applications. In this paper, we address this gap by using contact microphones as an alternative tactile sensor. Our key insight is that contact microphones capture inherently audio-based information, allowing us to leverage large-scale audio-visual pretraining to obtain representations that boost the performance of robotic manipulation. To the best of our knowledge, our method is the first approach leveraging large-scale multisensory pre-training for robotic manipulation. For supplementary information including videos of real robot experiments, please see //sites.google.com/view/hearing-touch.
Bayesian optimization (BO) is a popular approach for optimizing expensive-to-evaluate black-box objective functions. An important challenge in BO is its application to high-dimensional search spaces due in large part to the curse of dimensionality. One way to overcome this challenge is to focus on local BO methods that aim to efficiently learn gradients, which have shown strong empirical performance on a variety of high-dimensional problems including policy search in reinforcement learning (RL). However, current local BO methods assume access to only a single high-fidelity information source whereas, in many engineering and control problems, one has access to multiple cheaper approximations of the objective. We propose a novel algorithm, Cost-Aware Gradient Entropy Search (CAGES), for local BO of multi-fidelity black-box functions. CAGES makes no assumption about the relationship between different information sources, making it more flexible than other multi-fidelity methods. It also employs a new type of information-theoretic acquisition function, which enables systematic identification of samples that maximize the information gain about the unknown gradient per cost of the evaluation. We demonstrate CAGES can achieve significant performance improvements compared to other state-of-the-art methods on a variety of synthetic and benchmark RL problems.
Modern information querying systems are progressively incorporating multimodal inputs like vision and audio. However, the integration of gaze -- a modality deeply linked to user intent and increasingly accessible via gaze-tracking wearables -- remains underexplored. This paper introduces a novel gaze-facilitated information querying paradigm, named G-VOILA, which synergizes users' gaze, visual field, and voice-based natural language queries to facilitate a more intuitive querying process. In a user-enactment study involving 21 participants in 3 daily scenarios (p = 21, scene = 3), we revealed the ambiguity in users' query language and a gaze-voice coordination pattern in users' natural query behaviors with G-VOILA. Based on the quantitative and qualitative findings, we developed a design framework for the G-VOILA paradigm, which effectively integrates the gaze data with the in-situ querying context. Then we implemented a G-VOILA proof-of-concept using cutting-edge deep learning techniques. A follow-up user study (p = 16, scene = 2) demonstrates its effectiveness by achieving both higher objective score and subjective score, compared to a baseline without gaze data. We further conducted interviews and provided insights for future gaze-facilitated information querying systems.
Feedback-driven optimization, such as traditional machine learning training, is a static process that lacks real-time adaptability of hyperparameters. Tuning solutions for optimization require trial and error paired with checkpointing and schedulers, in many cases feedback from the algorithm is overlooked. Adjusting hyperparameters during optimization usually requires the program to be restarted, wasting utilization and time, while placing unnecessary strain on memory and processors. We present LiveTune, a novel framework allowing real-time parameter adjustment of optimization loops through LiveVariables. Live Variables allow for continuous feedback-driven optimization by storing parameters on designated ports on the system, allowing them to be dynamically adjusted. Extensive evaluations of our framework on standard machine learning training pipelines show saving up to 60 seconds and 5.4 Kilojoules of energy per hyperparameter change. We also show the feasibility and value of LiveTune in a reinforcement learning application where the users change the dynamics of the reward structure while the agent is learning showing 5x improvement over the baseline. Finally, we outline a fully automated workflow to provide end-to-end, unsupervised feedback-driven optimization.
Conventionally, spatiotemporal modeling network and its complexity are the two most concentrated research topics in video action recognition. Existing state-of-the-art methods have achieved excellent accuracy regardless of the complexity meanwhile efficient spatiotemporal modeling solutions are slightly inferior in performance. In this paper, we attempt to acquire both efficiency and effectiveness simultaneously. First of all, besides traditionally treating H x W x T video frames as space-time signal (viewing from the Height-Width spatial plane), we propose to also model video from the other two Height-Time and Width-Time planes, to capture the dynamics of video thoroughly. Secondly, our model is designed based on 2D CNN backbones and model complexity is well kept in mind by design. Specifically, we introduce a novel multi-view fusion (MVF) module to exploit video dynamics using separable convolution for efficiency. It is a plug-and-play module and can be inserted into off-the-shelf 2D CNNs to form a simple yet effective model called MVFNet. Moreover, MVFNet can be thought of as a generalized video modeling framework and it can specialize to be existing methods such as C2D, SlowOnly, and TSM under different settings. Extensive experiments are conducted on popular benchmarks (i.e., Something-Something V1 & V2, Kinetics, UCF-101, and HMDB-51) to show its superiority. The proposed MVFNet can achieve state-of-the-art performance with 2D CNN's complexity.
Visual dialogue is a challenging task that needs to extract implicit information from both visual (image) and textual (dialogue history) contexts. Classical approaches pay more attention to the integration of the current question, vision knowledge and text knowledge, despising the heterogeneous semantic gaps between the cross-modal information. In the meantime, the concatenation operation has become de-facto standard to the cross-modal information fusion, which has a limited ability in information retrieval. In this paper, we propose a novel Knowledge-Bridge Graph Network (KBGN) model by using graph to bridge the cross-modal semantic relations between vision and text knowledge in fine granularity, as well as retrieving required knowledge via an adaptive information selection mode. Moreover, the reasoning clues for visual dialogue can be clearly drawn from intra-modal entities and inter-modal bridges. Experimental results on VisDial v1.0 and VisDial-Q datasets demonstrate that our model outperforms exiting models with state-of-the-art results.
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.