Accurately estimating depth in 360-degree imagery is crucial for virtual reality, autonomous navigation, and immersive media applications. Existing depth estimation methods designed for perspective-view imagery fail when applied to 360-degree images due to different camera projections and distortions, whereas 360-degree methods perform inferior due to the lack of labeled data pairs. We propose a new depth estimation framework that utilizes unlabeled 360-degree data effectively. Our approach uses state-of-the-art perspective depth estimation models as teacher models to generate pseudo labels through a six-face cube projection technique, enabling efficient labeling of depth in 360-degree images. This method leverages the increasing availability of large datasets. Our approach includes two main stages: offline mask generation for invalid regions and an online semi-supervised joint training regime. We tested our approach on benchmark datasets such as Matterport3D and Stanford2D3D, showing significant improvements in depth estimation accuracy, particularly in zero-shot scenarios. Our proposed training pipeline can enhance any 360 monocular depth estimator and demonstrates effective knowledge transfer across different camera projections and data types. See our project page for results: //albert100121.github.io/Depth-Anywhere/
Hand avatars play a pivotal role in a wide array of digital interfaces, enhancing user immersion and facilitating natural interaction within virtual environments. While previous studies have focused on photo-realistic hand rendering, little attention has been paid to reconstruct the hand geometry with fine details, which is essential to rendering quality. In the realms of extended reality and gaming, on-the-fly rendering becomes imperative. To this end, we introduce an expressive hand avatar, named XHand, that is designed to comprehensively generate hand shape, appearance, and deformations in real-time. To obtain fine-grained hand meshes, we make use of three feature embedding modules to predict hand deformation displacements, albedo, and linear blending skinning weights, respectively. To achieve photo-realistic hand rendering on fine-grained meshes, our method employs a mesh-based neural renderer by leveraging mesh topological consistency and latent codes from embedding modules. During training, a part-aware Laplace smoothing strategy is proposed by incorporating the distinct levels of regularization to effectively maintain the necessary details and eliminate the undesired artifacts. The experimental evaluations on InterHand2.6M and DeepHandMesh datasets demonstrate the efficacy of XHand, which is able to recover high-fidelity geometry and texture for hand animations across diverse poses in real-time. To reproduce our results, we will make the full implementation publicly available at //github.com/agnJason/XHand.
While recent advances in neural radiance field enable realistic digitization for large-scale scenes, the image-capturing process is still time-consuming and labor-intensive. Previous works attempt to automate this process using the Next-Best-View (NBV) policy for active 3D reconstruction. However, the existing NBV policies heavily rely on hand-crafted criteria, limited action space, or per-scene optimized representations. These constraints limit their cross-dataset generalizability. To overcome them, we propose GenNBV, an end-to-end generalizable NBV policy. Our policy adopts a reinforcement learning (RL)-based framework and extends typical limited action space to 5D free space. It empowers our agent drone to scan from any viewpoint, and even interact with unseen geometries during training. To boost the cross-dataset generalizability, we also propose a novel multi-source state embedding, including geometric, semantic, and action representations. We establish a benchmark using the Isaac Gym simulator with the Houses3K and OmniObject3D datasets to evaluate this NBV policy. Experiments demonstrate that our policy achieves a 98.26% and 97.12% coverage ratio on unseen building-scale objects from these datasets, respectively, outperforming prior solutions.
The advancement of deep learning in object detection has predominantly focused on megapixel images, leaving a critical gap in the efficient processing of gigapixel images. These super high-resolution images present unique challenges due to their immense size and computational demands. To address this, we introduce 'SaccadeDet', an innovative architecture for gigapixel-level object detection, inspired by the human eye saccadic movement. The cornerstone of SaccadeDet is its ability to strategically select and process image regions, dramatically reducing computational load. This is achieved through a two-stage process: the 'saccade' stage, which identifies regions of probable interest, and the 'gaze' stage, which refines detection in these targeted areas. Our approach, evaluated on the PANDA dataset, not only achieves an 8x speed increase over the state-of-the-art methods but also demonstrates significant potential in gigapixel-level pathology analysis through its application to Whole Slide Imaging.
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360$^{\circ}$ scene generation pipeline that facilitates the creation of comprehensive 360$^{\circ}$ scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360$^{\circ}$ perspective, providing an enhanced immersive experience over existing techniques. Project website at: //dreamscene360.github.io/
Social media platforms are hubs for multimodal information exchange, encompassing text, images, and videos, making it challenging for machines to comprehend the information or emotions associated with interactions in online spaces. Multimodal Large Language Models (MLLMs) have emerged as a promising solution to these challenges, yet they struggle to accurately interpret human emotions and complex content such as misinformation. This paper introduces MM-Soc, a comprehensive benchmark designed to evaluate MLLMs' understanding of multimodal social media content. MM-Soc compiles prominent multimodal datasets and incorporates a novel large-scale YouTube tagging dataset, targeting a range of tasks from misinformation detection, hate speech detection, and social context generation. Through our exhaustive evaluation on ten size-variants of four open-source MLLMs, we have identified significant performance disparities, highlighting the need for advancements in models' social understanding capabilities. Our analysis reveals that, in a zero-shot setting, various types of MLLMs generally exhibit difficulties in handling social media tasks. However, MLLMs demonstrate performance improvements post fine-tuning, suggesting potential pathways for improvement. Our code and data are available at //github.com/claws-lab/MMSoc.git.
Action recognition is essential for egocentric video understanding, allowing automatic and continuous monitoring of Activities of Daily Living (ADLs) without user effort. Existing literature focuses on 3D hand pose input, which requires computationally intensive depth estimation networks or wearing an uncomfortable depth sensor. In contrast, there has been insufficient research in understanding 2D hand pose for egocentric action recognition, despite the availability of user-friendly smart glasses in the market capable of capturing a single RGB image. Our study aims to fill this research gap by exploring the field of 2D hand pose estimation for egocentric action recognition, making two contributions. Firstly, we introduce two novel approaches for 2D hand pose estimation, namely EffHandNet for single-hand estimation and EffHandEgoNet, tailored for an egocentric perspective, capturing interactions between hands and objects. Both methods outperform state-of-the-art models on H2O and FPHA public benchmarks. Secondly, we present a robust action recognition architecture from 2D hand and object poses. This method incorporates EffHandEgoNet, and a transformer-based action recognition method. Evaluated on H2O and FPHA datasets, our architecture has a faster inference time and achieves an accuracy of 91.32% and 94.43%, respectively, surpassing state of the art, including 3D-based methods. Our work demonstrates that using 2D skeletal data is a robust approach for egocentric action understanding. Extensive evaluation and ablation studies show the impact of the hand pose estimation approach, and how each input affects the overall performance.
We present FCNR, a fast compressive neural representation for tens of thousands of visualization images under varying viewpoints and timesteps. The existing NeRVI solution, albeit enjoying a high compression ratio, incurs slow speeds in encoding and decoding. Built on the recent advances in stereo image compression, FCNR assimilates stereo context modules and joint context transfer modules to compress image pairs. Our solution significantly improves encoding and decoding speed while maintaining high reconstruction quality and satisfying compression ratio. To demonstrate its effectiveness, we compare FCNR with state-of-the-art neural compression methods, including E-NeRV, HNeRV, NeRVI, and ECSIC. The source code can be found at //github.com/YunfeiLu0112/FCNR.
Business users dedicate significant amounts of time to repetitive tasks within enterprise digital platforms, highlighting a critical need for automation. Despite advancements in low-code tools for UI automation, their complexity remains a significant barrier to adoption among non-technical business users. However, recent advancements in large language models (LLMs) have created new opportunities to overcome this barrier by offering more powerful, yet simpler and more human-centric programming environments. This paper presents IDA (Intelligent Digital Apprentice), a novel no-code Web UI automation tool designed specifically to empower business users with no technical background. IDA incorporates human-centric design principles, including guided programming by demonstration, semantic programming model, and teacher-student learning metaphor which is tailored to the skill set of business users. By leveraging LLMs, IDA overcomes some of the key technical barriers that have traditionally limited the possibility of no-code solutions. We have developed a prototype of IDA and conducted a user study involving real world business users and enterprise applications. The promising results indicate that users could effectively utilize IDA to create automation. The qualitative feedback indicates that IDA is perceived as user-friendly and trustworthy. This study contributes to unlocking the potential of AI assistants to enhance the productivity of business users through no-code user interface automation.
Convolutional neural networks (CNNs) for image processing tend to focus on localized texture patterns, commonly referred to as texture bias. While most of the previous works in the literature focus on the task of image classification, we go beyond this and study the texture bias of CNNs in semantic segmentation. In this work, we propose to train CNNs on pre-processed images with less texture to reduce the texture bias. Therein, the challenge is to suppress image texture while preserving shape information. To this end, we utilize edge enhancing diffusion (EED), an anisotropic image diffusion method initially introduced for image compression, to create texture reduced duplicates of existing datasets. Extensive numerical studies are performed with both CNNs and vision transformer models trained on original data and EED-processed data from the Cityscapes dataset and the CARLA driving simulator. We observe strong texture-dependence of CNNs and moderate texture-dependence of transformers. Training CNNs on EED-processed images enables the models to become completely ignorant with respect to texture, demonstrating resilience with respect to texture re-introduction to any degree. Additionally we analyze the performance reduction in depth on a level of connected components in the semantic segmentation and study the influence of EED pre-processing on domain generalization as well as adversarial robustness.
In a digital epoch where cyberspace is the emerging nexus of geopolitical contention, the melding of information operations and Large Language Models (LLMs) heralds a paradigm shift, replete with immense opportunities and intricate challenges. As tools like the Mistral 7B LLM (Mistral, 2023) democratise access to LLM capabilities (Jin et al., 2023), a vast spectrum of actors, from sovereign nations to rogue entities (Howard et al., 2023), find themselves equipped with potent narrative-shaping instruments (Goldstein et al., 2023). This paper puts forth a framework for navigating this brave new world in the "ClausewitzGPT" equation. This novel formulation not only seeks to quantify the risks inherent in machine-speed LLM-augmented operations but also underscores the vital role of autonomous AI agents (Wang, Xie, et al., 2023). These agents, embodying ethical considerations (Hendrycks et al., 2021), emerge as indispensable components (Wang, Ma, et al., 2023), ensuring that as we race forward, we do not lose sight of moral compasses and societal imperatives. Mathematically underpinned and inspired by the timeless tenets of Clausewitz's military strategy (Clausewitz, 1832), this thesis delves into the intricate dynamics of AI-augmented information operations. With references to recent findings and research (Department of State, 2023), it highlights the staggering year-on-year growth of AI information campaigns (Evgeny Pashentsev, 2023), stressing the urgency of our current juncture. The synthesis of Enlightenment thinking, and Clausewitz's principles provides a foundational lens, emphasising the imperative of clear strategic vision, ethical considerations, and holistic understanding in the face of rapid technological advancement.