Abstract:We address the task of weakly-supervised few-shot image classification and segmentation, by leveraging a Vision Transformer (ViT) pretrained with self-supervision. Our proposed method takes token representations from the self-supervised ViT and leverages their correlations, via self-attention, to produce classification and segmentation predictions through separate task heads. Our model is able to effectively learn to perform classification and segmentation in the absence of pixel-level labels during training, using only image-level labels. To do this it uses attention maps, created from tokens generated by the self-supervised ViT backbone, as pixel-level pseudo-labels. We also explore a practical setup with ``mixed" supervision, where a small number of training images contains ground-truth pixel-level labels and the remaining images have only image-level labels. For this mixed setup, we propose to improve the pseudo-labels using a pseudo-label enhancer that was trained using the available ground-truth pixel-level labels. Experiments on Pascal-5i and COCO-20i demonstrate significant performance gains in a variety of supervision settings, and in particular when little-to-no pixel-level labels are available.
Abstract:Recent breakthroughs in the development of agents to solve challenging sequential decision making problems such as Go, StarCraft, or DOTA, have relied on both simulated environments and large-scale datasets. However, progress on this research has been hindered by the scarcity of open-sourced datasets and the prohibitive computational cost to work with them. Here we present the NetHack Learning Dataset (NLD), a large and highly-scalable dataset of trajectories from the popular game of NetHack, which is both extremely challenging for current methods and very fast to run. NLD consists of three parts: 10 billion state transitions from 1.5 million human trajectories collected on the NAO public NetHack server from 2009 to 2020; 3 billion state-action-score transitions from 100,000 trajectories collected from the symbolic bot winner of the NetHack Challenge 2021; and, accompanying code for users to record, load and stream any collection of such trajectories in a highly compressed form. We evaluate a wide range of existing algorithms including online and offline RL, as well as learning from demonstrations, showing that significant research advances are needed to fully leverage large-scale datasets for challenging sequential decision making tasks.
Abstract:In this paper, we tackle the challenging problem of Few-shot Object Detection. Existing FSOD pipelines (i) use average-pooled representations that result in information loss; and/or (ii) discard position information that can help detect object instances. Consequently, such pipelines are sensitive to large intra-class appearance and geometric variations between support and query images. To address these drawbacks, we propose a Time-rEversed diffusioN tEnsor Transformer (TENET), which i) forms high-order tensor representations that capture multi-way feature occurrences that are highly discriminative, and ii) uses a transformer that dynamically extracts correlations between the query image and the entire support set, instead of a single average-pooled support embedding. We also propose a Transformer Relation Head (TRH), equipped with higher-order representations, which encodes correlations between query regions and the entire support set, while being sensitive to the positional variability of object instances. Our model achieves state-of-the-art results on PASCAL VOC, FSOD, and COCO.
Abstract:Action segmentation refers to inferring boundaries of semantically consistent visual concepts in videos and is an important requirement for many video understanding tasks. For this and other video understanding tasks, supervised approaches have achieved encouraging performance but require a high volume of detailed frame-level annotations. We present a fully automatic and unsupervised approach for segmenting actions in a video that does not require any training. Our proposal is an effective temporally-weighted hierarchical clustering algorithm that can group semantically consistent frames of the video. Our main finding is that representing a video with a 1-nearest neighbor graph by taking into account the time progression is sufficient to form semantically and temporally consistent clusters of frames where each cluster may represent some action in the video. Additionally, we establish strong unsupervised baselines for action segmentation and show significant performance improvements over published unsupervised methods on five challenging action segmentation datasets. Our code is available at https://github.com/ssarfraz/FINCH-Clustering/tree/master/TW-FINCH
Abstract:This paper introduces an updated version of the well-known Virtual KITTI dataset which consists of 5 sequence clones from the KITTI tracking benchmark. In addition, the dataset provides different variants of these sequences such as modified weather conditions (e.g. fog, rain) or modified camera configurations (e.g. rotated by 15 degrees). For each sequence, we provide multiple sets of images containing RGB, depth, class segmentation, instance segmentation, flow, and scene flow data. Camera parameters and poses as well as vehicle locations are available as well. In order to showcase some of the dataset's capabilities, we ran multiple relevant experiments using state-of-the-art algorithms from the field of autonomous driving. The dataset is available for download at https://europe.naverlabs.com/Research/Computer-Vision/Proxy-Virtual-Worlds.
Abstract:Deep video action recognition models have been highly successful in recent years but require large quantities of manually annotated data, which are expensive and laborious to obtain. In this work, we investigate the generation of synthetic training data for video action recognition, as synthetic data have been successfully used to supervise models for a variety of other computer vision tasks. We propose an interpretable parametric generative model of human action videos that relies on procedural generation, physics models and other components of modern game engines. With this model we generate a diverse, realistic, and physically plausible dataset of human action videos, called PHAV for "Procedural Human Action Videos". PHAV contains a total of 39,982 videos, with more than 1,000 examples for each of 35 action categories. Our video generation approach is not limited to existing motion capture sequences: 14 of these 35 categories are procedurally defined synthetic actions. In addition, each video is represented with 6 different data modalities, including RGB, optical flow and pixel-level semantic labels. These modalities are generated almost simultaneously using the Multiple Render Targets feature of modern GPUs. In order to leverage PHAV, we introduce a deep multi-task (i.e. that considers action classes from multiple datasets) representation learning architecture that is able to simultaneously learn from synthetic and real video datasets, even when their action categories differ. Our experiments on the UCF-101 and HMDB-51 benchmarks suggest that combining our large set of synthetic videos with small real-world datasets can boost recognition performance. Our approach also significantly outperforms video representations produced by fine-tuning state-of-the-art unsupervised generative models of videos.
Abstract:Most saliency estimation methods aim to explicitly model low-level conspicuity cues such as edges or blobs and may additionally incorporate top-down cues using face or text detection. Data-driven methods for training saliency models using eye-fixation data are increasingly popular, particularly with the introduction of large-scale datasets and deep architectures. However, current methods in this latter paradigm use loss functions designed for classification or regression tasks whereas saliency estimation is evaluated on topographical maps. In this work, we introduce a new saliency map model which formulates a map as a generalized Bernoulli distribution. We then train a deep architecture to predict such maps using novel loss functions which pair the softmax activation function with measures designed to compute distances between probability distributions. We show in extensive experiments the effectiveness of such loss functions over standard ones on four public benchmark datasets, and demonstrate improved performance over state-of-the-art saliency methods.
Abstract:Training a deep architecture using a ranking loss has become standard for the person re-identification task. Increasingly, these deep architectures include additional components that leverage part detections, attribute predictions, pose estimators and other auxiliary information, in order to more effectively localize and align discriminative image regions. In this paper we adopt a different approach and carefully design each component of a simple deep architecture and, critically, the strategy for training it effectively for person re-identification. We extensively evaluate each design choice, leading to a list of good practices for person re-identification. By following these practices, our approach outperforms the state of the art, including more complex methods with auxiliary components, by large margins on four benchmark datasets. We also provide a qualitative analysis of our trained representation which indicates that, while compact, it is able to capture information from localized and discriminative regions, in a manner akin to an implicit attention mechanism.
Abstract:Image aesthetics has become an important criterion for visual content curation on social media sites and media content repositories. Previous work on aesthetic prediction models in the computer vision community has focused on aesthetic score prediction or binary image labeling. However, raw aesthetic annotations are in the form of score histograms and provide richer and more precise information than binary labels or mean scores. Consequently, in this work we focus on the rarely-studied problem of predicting aesthetic score distributions and propose a novel architecture and training procedure for our model. Our model achieves state-of-the-art results on the standard AVA large-scale benchmark dataset for three tasks: (i) aesthetic quality classification; (ii) aesthetic score regression; and (iii) aesthetic score distribution prediction, all while using one model trained only for the distribution prediction task. We also introduce a method to modify an image such that its predicted aesthetics changes, and use this modification to gain insight into our model.
Abstract:We consider the design of an image representation that embeds and aggregates a set of local descriptors into a single vector. Popular representations of this kind include the bag-of-visual-words, the Fisher vector and the VLAD. When two such image representations are compared with the dot-product, the image-to-image similarity can be interpreted as a match kernel. In match kernels, one has to deal with interference, i.e. with the fact that even if two descriptors are unrelated, their matching score may contribute to the overall similarity. We formalise this problem and propose two related solutions, both aimed at equalising the individual contributions of the local descriptors in the final representation. These methods modify the aggregation stage by including a set of per-descriptor weights. They differ by the objective function that is optimised to compute those weights. The first is a "democratisation" strategy that aims at equalising the relative importance of each descriptor in the set comparison metric. The second one involves equalising the match of a single descriptor to the aggregated vector. These concurrent methods give a substantial performance boost over the state of the art in image search with short or mid-size vectors, as demonstrated by our experiments on standard public image retrieval benchmarks.