Abstract:The advancement of dense visual simultaneous localization and mapping (SLAM) has been greatly facilitated by the emergence of neural implicit representations. Neural implicit encoding SLAM, a typical example of which is NICE-SLAM, has recently demonstrated promising results in large-scale indoor scenes. However, these methods typically rely on temporally dense RGB-D image streams as input in order to function properly. When the input source does not support high frame rates or the camera movement is too fast, these methods often experience crashes or significant degradation in tracking and mapping accuracy. In this paper, we propose EvenNICER-SLAM, a novel approach that addresses this issue through the incorporation of event cameras. Event cameras are bio-inspired cameras that respond to intensity changes instead of absolute brightness. Specifically, we integrated an event loss backpropagation stream into the NICE-SLAM pipeline to enhance camera tracking with insufficient RGB-D input. We found through quantitative evaluation that EvenNICER-SLAM, with an inclusion of higher-frequency event image input, significantly outperforms NICE-SLAM with reduced RGB-D input frequency. Our results suggest the potential for event cameras to improve the robustness of dense SLAM systems against fast camera motion in real-world scenarios.
Abstract:Multi-modal Large Language Models (MLLMs) have demonstrated remarkable performance on various visual-language understanding and generation tasks. However, MLLMs occasionally generate content inconsistent with the given images, which is known as "hallucination". Prior works primarily center on evaluating hallucination using standard, unperturbed benchmarks, which overlook the prevalent occurrence of perturbed inputs in real-world scenarios-such as image cropping or blurring-that are critical for a comprehensive assessment of MLLMs' hallucination. In this paper, to bridge this gap, we propose Hallu-PI, the first benchmark designed to evaluate Hallucination in MLLMs within Perturbed Inputs. Specifically, Hallu-PI consists of seven perturbed scenarios, containing 1,260 perturbed images from 11 object types. Each image is accompanied by detailed annotations, which include fine-grained hallucination types, such as existence, attribute, and relation. We equip these annotations with a rich set of questions, making Hallu-PI suitable for both discriminative and generative tasks. Extensive experiments on 12 mainstream MLLMs, such as GPT-4V and Gemini-Pro Vision, demonstrate that these models exhibit significant hallucinations on Hallu-PI, which is not observed in unperturbed scenarios. Furthermore, our research reveals a severe bias in MLLMs' ability to handle different types of hallucinations. We also design two baselines specifically for perturbed scenarios, namely Perturbed-Reminder and Perturbed-ICL. We hope that our study will bring researchers' attention to the limitations of MLLMs when dealing with perturbed inputs, and spur further investigations to address this issue. Our code and datasets are publicly available at https://github.com/NJUNLP/Hallu-PI.
Abstract:3D human pose estimation is a vital task in computer vision, involving the prediction of human joint positions from images or videos to reconstruct a skeleton of a human in three-dimensional space. This technology is pivotal in various fields, including animation, security, human-computer interaction, and automotive safety, where it promotes both technological progress and enhanced human well-being. The advent of deep learning significantly advances the performance of 3D pose estimation by incorporating temporal information for predicting the spatial positions of human joints. However, traditional methods often fall short as they primarily focus on the spatial coordinates of joints and overlook the orientation and rotation of the connecting bones, which are crucial for a comprehensive understanding of human pose in 3D space. To address these limitations, we introduce Quater-GCN (Q-GCN), a directed graph convolutional network tailored to enhance pose estimation by orientation. Q-GCN excels by not only capturing the spatial dependencies among node joints through their coordinates but also integrating the dynamic context of bone rotations in 2D space. This approach enables a more sophisticated representation of human poses by also regressing the orientation of each bone in 3D space, moving beyond mere coordinate prediction. Furthermore, we complement our model with a semi-supervised training strategy that leverages unlabeled data, addressing the challenge of limited orientation ground truth data. Through comprehensive evaluations, Q-GCN has demonstrated outstanding performance against current state-of-the-art methods.
Abstract:The study of action recognition has attracted considerable attention recently due to its broad applications in multiple areas. However, with the issue of discontinuous training video, which not only decreases the performance of action recognition model, but complicates the data augmentation process as well, still remains under-exploration. In this study, we introduce the 4A (Action Animation-based Augmentation Approach), an innovative pipeline for data augmentation to address the problem. The main contributions remain in our work includes: (1) we investigate the problem of severe decrease on performance of action recognition task training by discontinuous video, and the limitation of existing augmentation methods on solving this problem. (2) we propose a novel augmentation pipeline, 4A, to address the problem of discontinuous video for training, while achieving a smoother and natural-looking action representation than the latest data augmentation methodology. (3) We achieve the same performance with only 10% of the original data for training as with all of the original data from the real-world dataset, and a better performance on In-the-wild videos, by employing our data augmentation techniques.
Abstract:Score-based Generative Models (SGMs) is one leading method in generative modeling, renowned for their ability to generate high-quality samples from complex, high-dimensional data distributions. The method enjoys empirical success and is supported by rigorous theoretical convergence properties. In particular, it has been shown that SGMs can generate samples from a distribution that is close to the ground-truth if the underlying score function is learned well, suggesting the success of SGM as a generative model. We provide a counter-example in this paper. Through the sample complexity argument, we provide one specific setting where the score function is learned well. Yet, SGMs in this setting can only output samples that are Gaussian blurring of training data points, mimicking the effects of kernel density estimation. The finding resonates a series of recent finding that reveal that SGMs can demonstrate strong memorization effect and fail to generate.
Abstract:Current datasets for action recognition tasks face limitations stemming from traditional collection and generation methods, including the constrained range of action classes, absence of multi-viewpoint recordings, limited diversity, poor video quality, and labor-intensive manually collection. To address these challenges, we introduce GTAutoAct, a innovative dataset generation framework leveraging game engine technology to facilitate advancements in action recognition. GTAutoAct excels in automatically creating large-scale, well-annotated datasets with extensive action classes and superior video quality. Our framework's distinctive contributions encompass: (1) it innovatively transforms readily available coordinate-based 3D human motion into rotation-orientated representation with enhanced suitability in multiple viewpoints; (2) it employs dynamic segmentation and interpolation of rotation sequences to create smooth and realistic animations of action; (3) it offers extensively customizable animation scenes; (4) it implements an autonomous video capture and processing pipeline, featuring a randomly navigating camera, with auto-trimming and labeling functionalities. Experimental results underscore the framework's robustness and highlights its potential to significantly improve action recognition model training.
Abstract:Hyperspectral image super-resolution has attained widespread prominence to enhance the spatial resolution of hyperspectral images. However, convolution-based methods have encountered challenges in harnessing the global spatial-spectral information. The prevailing transformer-based methods have not adequately captured the long-range dependencies in both spectral and spatial dimensions. To alleviate this issue, we propose a novel cross-scope spatial-spectral Transformer (CST) to efficiently investigate long-range spatial and spectral similarities for single hyperspectral image super-resolution. Specifically, we devise cross-attention mechanisms in spatial and spectral dimensions to comprehensively model the long-range spatial-spectral characteristics. By integrating global information into the rectangle-window self-attention, we first design a cross-scope spatial self-attention to facilitate long-range spatial interactions. Then, by leveraging appropriately characteristic spatial-spectral features, we construct a cross-scope spectral self-attention to effectively capture the intrinsic correlations among global spectral bands. Finally, we elaborate a concise feed-forward neural network to enhance the feature representation capacity in the Transformer structure. Extensive experiments over three hyperspectral datasets demonstrate that the proposed CST is superior to other state-of-the-art methods both quantitatively and visually. The code is available at \url{https://github.com/Tomchenshi/CST.git}.
Abstract:In recent years, deep saliency models have made significant progress in predicting human visual attention. However, the mechanisms behind their success remain largely unexplained due to the opaque nature of deep neural networks. In this paper, we present a novel analytic framework that sheds light on the implicit features learned by saliency models and provides principled interpretation and quantification of their contributions to saliency prediction. Our approach decomposes these implicit features into interpretable bases that are explicitly aligned with semantic attributes and reformulates saliency prediction as a weighted combination of probability maps connecting the bases and saliency. By applying our framework, we conduct extensive analyses from various perspectives, including the positive and negative weights of semantics, the impact of training data and architectural designs, the progressive influences of fine-tuning, and common failure patterns of state-of-the-art deep saliency models. Additionally, we demonstrate the effectiveness of our framework by exploring visual attention characteristics in various application scenarios, such as the atypical attention of people with autism spectrum disorder, attention to emotion-eliciting stimuli, and attention evolution over time. Our code is publicly available at \url{https://github.com/szzexpoi/saliency_analysis}.
Abstract:Acceleration of gradient-based optimization methods is an issue of significant practical and theoretical interest, particularly in machine learning applications. Most research has focused on optimization over Euclidean spaces, but given the need to optimize over spaces of probability measures in many machine learning problems, it is of interest to investigate accelerated gradient methods in this context too. To this end, we introduce a Hamiltonian-flow approach that is analogous to moment-based approaches in Euclidean space. We demonstrate that algorithms based on this approach can achieve convergence rates of arbitrarily high order. Numerical examples illustrate our claim.
Abstract:In this paper, in order to get a better understanding of the human visual preferences for AIGIs, a large-scale IQA database for AIGC is established, which is named as AIGCIQA2023. We first generate over 2000 images based on 6 state-of-the-art text-to-image generation models using 100 prompts. Based on these images, a well-organized subjective experiment is conducted to assess the human visual preferences for each image from three perspectives including quality, authenticity and correspondence. Finally, based on this large-scale database, we conduct a benchmark experiment to evaluate the performance of several state-of-the-art IQA metrics on our constructed database.