Abstract:Despite the recent strides in video generation, state-of-the-art methods still struggle with elements of visual detail. One particularly challenging case is the class of egocentric instructional videos in which the intricate motion of the hand coupled with a mostly stable and non-distracting environment is necessary to convey the appropriate visual action instruction. To address these challenges, we introduce a new method for instructional video generation. Our diffusion-based method incorporates two distinct innovations. First, we propose an automatic method to generate the expected region of motion, guided by both the visual context and the action text. Second, we introduce a critical hand structure loss to guide the diffusion model to focus on smooth and consistent hand poses. We evaluate our method on augmented instructional datasets based on EpicKitchens and Ego4D, demonstrating significant improvements over state-of-the-art methods in terms of instructional clarity, especially of the hand motion in the target region, across diverse environments and actions.Video results can be found on the project webpage: https://excitedbutter.github.io/Instructional-Video-Generation/
Abstract:We introduce a new framework for analyzing classification datasets based on the ratios of reconstruction errors between autoencoders trained on individual classes. This analysis framework enables efficient characterization of datasets on the sample, class, and entire dataset levels. We define reconstruction error ratios (RERs) that probe classification difficulty and allow its decomposition into (1) finite sample size and (2) Bayes error and decision-boundary complexity. Through systematic study across 19 popular visual datasets, we find that our RER-based dataset difficulty probe strongly correlates with error rate for state-of-the-art (SOTA) classification models. By interpreting sample-level classification difficulty as a label mistakenness score, we further find that RERs achieve SOTA performance on mislabel detection tasks on hard datasets under symmetric and asymmetric label noise. Our code is publicly available at https://github.com/voxel51/reconstruction-error-ratios.
Abstract:Deep learning increasingly relies on massive data with substantial costs for storage, annotation, and model training. To reduce these costs, coreset selection aims to find a representative subset of data to train models while ideally performing on par with the full data training. State-of-the-art coreset methods use carefully-designed criteria to quantify the importance of each data example via ground truth labels and dataset-specific training, then select examples whose scores lie in a certain range to construct a coreset. These methods work well in their respective settings, however, they cannot select data that are unlabeled, which is the majority of real-world data. To that end, this paper motivates and formalizes the problem of unlabeled coreset selection to enable greater scale and reduce annotation costs for deep learning. As a solution, we develop Zero-Shot Coreset Selection (ZCore), a method that efficiently selects coresets without ground truth labels or training on candidate data. Instead, ZCore uses existing foundation models to generate a zero-shot embedding space for unlabeled data, then quantifies the relative importance of each example based on overall coverage and redundancy within the embedding distribution. We evaluate ZCore on four datasets and outperform several state-of-the-art label-based methods, leading to a strong baseline for future research in unlabeled coreset selection. On ImageNet, ZCore selections achieve a downstream model accuracy of 53.99% with only 10% training data, which outperforms label-based methods while removing annotation requirements for 1.15 million images. Our code is publicly available at https://github.com/voxel51/zcore.
Abstract:Analyzing sports performance or preventing injuries requires capturing ground reaction forces (GRFs) exerted by the human body during certain movements. Standard practice uses physical markers paired with force plates in a controlled environment, but this is marred by high costs, lengthy implementation time, and variance in repeat experiments; hence, we propose GRF inference from video. While recent work has used LSTMs to estimate GRFs from 2D viewpoints, these can be limited in their modeling and representation capacity. First, we propose using a transformer architecture to tackle the GRF from video task, being the first to do so. Then we introduce a new loss to minimize high impact peaks in regressed curves. We also show that pre-training and multi-task learning on 2D-to-3D human pose estimation improves generalization to unseen motions. And pre-training on this different task provides good initial weights when finetuning on smaller (rarer) GRF datasets. We evaluate on LAAS Parkour and a newly collected ForcePose dataset; we show up to 19% decrease in error compared to prior approaches.
Abstract:Raw deep neural network (DNN) performance is not enough; in real-world settings, computational load, training efficiency and adversarial security are just as or even more important. We propose to simultaneously tackle Performance, Efficiency, and Robustness, using our proposed algorithm Q-TART, Quickly Train for Adversarial Robustness and in-Transferability. Q-TART follows the intuition that samples highly susceptible to noise strongly affect the decision boundaries learned by DNNs, which in turn degrades their performance and adversarial susceptibility. By identifying and removing such samples, we demonstrate improved performance and adversarial robustness while using only a subset of the training data. Through our experiments we highlight Q-TART's high performance across multiple Dataset-DNN combinations, including ImageNet, and provide insights into the complementary behavior of Q-TART alongside existing adversarial training approaches to increase robustness by over 1.3% while using up to 17.9% less training time.
Abstract:To build a shared perception of the world, humans rely on the ability to resolve misunderstandings by requesting and accepting clarifications. However, when evaluating visiolinguistic models, metrics such as accuracy enforce the assumption that a decision must be made based on a single piece of evidence. In this work, we relax this assumption for the task of referring expression comprehension by allowing the model to request help when its confidence is low. We consider two ways in which this help can be provided: multimodal re-query, where the user is allowed to point or click to provide additional information to the model, and rephrase re-query, where the user is only allowed to provide another referring expression. We demonstrate the importance of re-query by showing that providing the best referring expression for all objects can increase accuracy by up to 21.9% and that this accuracy can be matched by re-querying only 12% of initial referring expressions. We further evaluate re-query functions for both multimodal and rephrase re-query across three modern approaches and demonstrate combined replacement for rephrase re-query, which improves average single-query performance by up to 6.5% and converges to as close as 1.6% of the upper bound of single-query performance.
Abstract:Quantitative evaluation has increased dramatically among recent video inpainting work, but the video and mask content used to gauge performance has received relatively little attention. Although attributes such as camera and background scene motion inherently change the difficulty of the task and affect methods differently, existing evaluation schemes fail to control for them, thereby providing minimal insight into inpainting failure modes. To address this gap, we propose the Diagnostic Evaluation of Video Inpainting on Landscapes (DEVIL) benchmark, which consists of two contributions: (i) a novel dataset of videos and masks labeled according to several key inpainting failure modes, and (ii) an evaluation scheme that samples slices of the dataset characterized by a fixed content attribute, and scores performance on each slice according to reconstruction, realism, and temporal consistency quality. By revealing systematic changes in performance induced by particular characteristics of the input content, our challenging benchmark enables more insightful analysis into video inpainting methods and serves as an invaluable diagnostic tool for the field. Our code is available at https://github.com/MichiganCOG/devil .
Abstract:This paper addresses the problem of learning to estimate the depth of detected objects given some measurement of camera motion (e.g., from robot kinematics or vehicle odometry). We achieve this by 1) designing a recurrent neural network (DBox) that estimates the depth of objects using a generalized representation of bounding boxes and uncalibrated camera movement and 2) introducing the Object Depth via Motion and Detection Dataset (ODMD). ODMD training data are extensible and configurable, and the ODMD benchmark includes 21,600 examples across four validation and test sets. These sets include mobile robot experiments using an end-effector camera to locate objects from the YCB dataset and examples with perturbations added to camera motion or bounding box data. In addition to the ODMD benchmark, we evaluate DBox in other monocular application domains, achieving state-of-the-art results on existing driving and robotics benchmarks and estimating the depth of objects using a camera phone.
Abstract:Articulated hand pose tracking is an underexplored problem that carries the potential for use in an extensive number of applications, especially in the medical domain. With a robust and accurate tracking system on in-vivo surgical videos, the motion dynamics and movement patterns of the hands can be captured and analyzed for rich tasks including skills assessment, training surgical residents, and temporal action recognition. In this work, we propose a novel hand pose estimation model, Res152- CondPose, which improves tracking accuracy by incorporating a hand pose prior into its pose prediction. We show improvements over state-of-the-art methods which provide frame-wise independent predictions, by following a temporally guided approach that effectively leverages past predictions. Additionally, we collect the first dataset, Surgical Hands, that provides multi-instance articulated hand pose annotations for in-vivo videos. Our dataset contains 76 video clips from 28 publicly available surgical videos and over 8.1k annotated hand pose instances. We provide bounding boxes, articulated hand pose annotations, and tracking IDs to enable multi-instance area-based and articulated tracking. When evaluated on Surgical Hands, we show our method outperforms the state-of-the-art method using mean Average Precision (mAP), to measure pose estimation accuracy, and Multiple Object Tracking Accuracy (MOTA), to assess pose tracking performance.
Abstract:It is well known that human gaze carries significant information about visual attention. However, there are three main difficulties in incorporating the gaze data in an attention mechanism of deep neural networks: 1) the gaze fixation points are likely to have measurement errors due to blinking and rapid eye movements; 2) it is unclear when and how much the gaze data is correlated with visual attention; and 3) gaze data is not always available in many real-world situations. In this work, we introduce an effective probabilistic approach to integrate human gaze into spatiotemporal attention for egocentric activity recognition. Specifically, we represent the locations of gaze fixation points as structured discrete latent variables to model their uncertainties. In addition, we model the distribution of gaze fixations using a variational method. The gaze distribution is learned during the training process so that the ground-truth annotations of gaze locations are no longer needed in testing situations since they are predicted from the learned gaze distribution. The predicted gaze locations are used to provide informative attentional cues to improve the recognition performance. Our method outperforms all the previous state-of-the-art approaches on EGTEA, which is a large-scale dataset for egocentric activity recognition provided with gaze measurements. We also perform an ablation study and qualitative analysis to demonstrate that our attention mechanism is effective.