Topic:Scene Graph Generation
What is Scene Graph Generation? Scene graph generation is the process of creating structured representations of scenes that capture the relationships between objects.
Papers and Code
Nov 27, 2024
Abstract:Multimodal LLMs have advanced vision-language tasks but still struggle with understanding video scenes. To bridge this gap, Video Scene Graph Generation (VidSGG) has emerged to capture multi-object relationships across video frames. However, prior methods rely on pairwise connections, limiting their ability to handle complex multi-object interactions and reasoning. To this end, we propose Multimodal LLMs on a Scene HyperGraph (HyperGLM), promoting reasoning about multi-way interactions and higher-order relationships. Our approach uniquely integrates entity scene graphs, which capture spatial relationships between objects, with a procedural graph that models their causal transitions, forming a unified HyperGraph. Significantly, HyperGLM enables reasoning by injecting this unified HyperGraph into LLMs. Additionally, we introduce a new Video Scene Graph Reasoning (VSGR) dataset featuring 1.9M frames from third-person, egocentric, and drone views and supports five tasks: Scene Graph Generation, Scene Graph Anticipation, Video Question Answering, Video Captioning, and Relation Reasoning. Empirically, HyperGLM consistently outperforms state-of-the-art methods across five tasks, effectively modeling and reasoning complex relationships in diverse video scenes.
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Nov 26, 2024
Abstract:Many real-world user queries (e.g. "How do to make egg fried rice?") could benefit from systems capable of generating responses with both textual steps with accompanying images, similar to a cookbook. Models designed to generate interleaved text and images face challenges in ensuring consistency within and across these modalities. To address these challenges, we present ISG, a comprehensive evaluation framework for interleaved text-and-image generation. ISG leverages a scene graph structure to capture relationships between text and image blocks, evaluating responses on four levels of granularity: holistic, structural, block-level, and image-specific. This multi-tiered evaluation allows for a nuanced assessment of consistency, coherence, and accuracy, and provides interpretable question-answer feedback. In conjunction with ISG, we introduce a benchmark, ISG-Bench, encompassing 1,150 samples across 8 categories and 21 subcategories. This benchmark dataset includes complex language-vision dependencies and golden answers to evaluate models effectively on vision-centric tasks such as style transfer, a challenging area for current models. Using ISG-Bench, we demonstrate that recent unified vision-language models perform poorly on generating interleaved content. While compositional approaches that combine separate language and image models show a 111% improvement over unified models at the holistic level, their performance remains suboptimal at both block and image levels. To facilitate future work, we develop ISG-Agent, a baseline agent employing a "plan-execute-refine" pipeline to invoke tools, achieving a 122% performance improvement.
Via
Nov 24, 2024
Abstract:Recently, Vision Language Models (VLMs) have experienced significant advancements, yet these models still face challenges in spatial hierarchical reasoning within indoor scenes. In this study, we introduce ROOT, a VLM-based system designed to enhance the analysis of indoor scenes. Specifically, we first develop an iterative object perception algorithm using GPT-4V to detect object entities within indoor scenes. This is followed by employing vision foundation models to acquire additional meta-information about the scene, such as bounding boxes. Building on this foundational data, we propose a specialized VLM, SceneVLM, which is capable of generating spatial hierarchical scene graphs and providing distance information for objects within indoor environments. This information enhances our understanding of the spatial arrangement of indoor scenes. To train our SceneVLM, we collect over 610,000 images from various public indoor datasets and implement a scene data generation pipeline with a semi-automated technique to establish relationships and estimate distances among indoor objects. By utilizing this enriched data, we conduct various training recipes and finish SceneVLM. Our experiments demonstrate that \rootname facilitates indoor scene understanding and proves effective in diverse downstream applications, such as 3D scene generation and embodied AI. The code will be released at \url{https://github.com/harrytea/ROOT}.
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Nov 23, 2024
Abstract:While text-to-image generation has been extensively studied, generating images from scene graphs remains relatively underexplored, primarily due to challenges in accurately modeling spatial relationships and object interactions. To fill this gap, we introduce Scene-Bench, a comprehensive benchmark designed to evaluate and enhance the factual consistency in generating natural scenes. Scene-Bench comprises MegaSG, a large-scale dataset of one million images annotated with scene graphs, facilitating the training and fair comparison of models across diverse and complex scenes. Additionally, we propose SGScore, a novel evaluation metric that leverages chain-of-thought reasoning capabilities of multimodal large language models (LLMs) to assess both object presence and relationship accuracy, offering a more effective measure of factual consistency than traditional metrics like FID and CLIPScore. Building upon this evaluation framework, we develop a scene graph feedback pipeline that iteratively refines generated images by identifying and correcting discrepancies between the scene graph and the image. Extensive experiments demonstrate that Scene-Bench provides a more comprehensive and effective evaluation framework compared to existing benchmarks, particularly for complex scene generation. Furthermore, our feedback strategy significantly enhances the factual consistency of image generation models, advancing the field of controllable image generation.
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Nov 20, 2024
Abstract:Spatio-Temporal Scene Graphs (STSGs) provide a concise and expressive representation of dynamic scenes by modelling objects and their evolving relationships over time. However, real-world visual relationships often exhibit a long-tailed distribution, causing existing methods for tasks like Video Scene Graph Generation (VidSGG) and Scene Graph Anticipation (SGA) to produce biased scene graphs. To this end, we propose ImparTail, a novel training framework that leverages curriculum learning and loss masking to mitigate bias in the generation and anticipation of spatio-temporal scene graphs. Our approach gradually decreases the dominance of the head relationship classes during training and focuses more on tail classes, leading to more balanced training. Furthermore, we introduce two new tasks, Robust Spatio-Temporal Scene Graph Generation and Robust Scene Graph Anticipation, designed to evaluate the robustness of STSG models against distribution shifts. Extensive experiments on the Action Genome dataset demonstrate that our framework significantly enhances the unbiased performance and robustness of STSG models compared to existing methods.
* Under review
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Nov 20, 2024
Abstract:Although great progress has been made in the research of unbiased scene graph generation, issues still hinder improving the predictive performance of both head and tail classes. An unbiased scene graph generation (TA-HDG) is proposed to address these issues. For modeling interactive and non-interactive relations, the Interactive Graph Construction is proposed to model the dependence of relations on objects by combining heterogeneous and dual graph, when modeling relations between multiple objects. It also implements a subject-object pair selection strategy to reduce meaningless edges. Moreover, the Type-Aware Message Passing enhances the understanding of complex interactions by capturing intra- and inter-type context in the Intra-Type and Inter-Type stages. The Intra-Type stage captures the semantic context of inter-relaitons and inter-objects. On this basis, the Inter-Type stage captures the context between objects and relations for interactive and non-interactive relations, respectively. Experiments on two datasets show that TA-HDG achieves improvements in the metrics of R@K and mR@K, which proves that TA-HDG can accurately predict the tail class while maintaining the competitive performance of the head class.
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Nov 22, 2024
Abstract:Robots are increasingly being used in dynamic environments like workplaces, hospitals, and homes. As a result, interactions with robots must be simple and intuitive, with robots perception adapting efficiently to human-induced changes. This paper presents a robot control architecture that addresses key challenges in human-robot interaction, with a particular focus on the dynamic creation and continuous update of the robot state representation. The architecture uses Large Language Models to integrate diverse information sources, including natural language commands, robotic skills representation, real-time dynamic semantic mapping of the perceived scene. This enables flexible and adaptive robotic behavior in complex, dynamic environments. Traditional robotic systems often rely on static, pre-programmed instructions and settings, limiting their adaptability to dynamic environments and real-time collaboration. In contrast, this architecture uses LLMs to interpret complex, high-level instructions and generate actionable plans that enhance human-robot collaboration. At its core, the system Perception Module generates and continuously updates a semantic scene graph using RGB-D sensor data, providing a detailed and structured representation of the environment. A particle filter is employed to ensure accurate object localization in dynamic, real-world settings. The Planner Module leverages this up-to-date semantic map to break down high-level tasks into sub-tasks and link them to robotic skills such as navigation, object manipulation (e.g., PICK and PLACE), and movement (e.g., GOTO). By combining real-time perception, state tracking, and LLM-driven communication and task planning, the architecture enhances adaptability, task efficiency, and human-robot collaboration in dynamic environments.
Via
Nov 15, 2024
Abstract:Scene graphs have proven to be highly effective for various scene understanding tasks due to their compact and explicit representation of relational information. However, current methods often overlook the critical importance of preserving symmetry when generating scene graphs from 3D point clouds, which can lead to reduced accuracy and robustness, particularly when dealing with noisy, multi-view data. This work, to the best of our knowledge, presents the first implementation of an Equivariant Scene Graph Neural Network (ESGNN) to generate semantic scene graphs from 3D point clouds, specifically for enhanced scene understanding. Furthermore, a significant limitation of prior methods is the absence of temporal modeling to capture time-dependent relationships among dynamically evolving entities within a scene. To address this gap, we introduce a novel temporal layer that leverages the symmetry-preserving properties of ESGNN to fuse scene graphs across multiple sequences into a unified global representation by an approximate graph-matching algorithm. Our combined architecture, termed the Temporal Equivariant Scene Graph Neural Network (TESGNN), not only surpasses existing state-of-the-art methods in scene estimation accuracy but also achieves faster convergence. Importantly, TESGNN is computationally efficient and straightforward to implement using existing frameworks, making it well-suited for real-time applications in robotics and computer vision. This approach paves the way for more robust and scalable solutions to complex multi-view scene understanding challenges. Our source code is publicly available at: https://github.com/HySonLab/TESGraph
* arXiv admin note: text overlap with arXiv:2407.00609
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Nov 15, 2024
Abstract:Recent advancements in vision-language models (VLMs) offer potential for robot task planning, but challenges remain due to VLMs' tendency to generate incorrect action sequences. To address these limitations, we propose VeriGraph, a novel framework that integrates VLMs for robotic planning while verifying action feasibility. VeriGraph employs scene graphs as an intermediate representation, capturing key objects and spatial relationships to improve plan verification and refinement. The system generates a scene graph from input images and uses it to iteratively check and correct action sequences generated by an LLM-based task planner, ensuring constraints are respected and actions are executable. Our approach significantly enhances task completion rates across diverse manipulation scenarios, outperforming baseline methods by 58% for language-based tasks and 30% for image-based tasks.
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Nov 17, 2024
Abstract:Visual question answering (VQA) refers to the problem where, given an image and a natural language question about the image, a correct natural language answer has to be generated. A VQA model has to demonstrate both the visual understanding of the image and the semantic understanding of the question, demonstrating reasoning capability. Since the inception of this field, a plethora of VQA datasets and models have been published. In this article, we meticulously analyze the current state of VQA datasets and models, while cleanly dividing them into distinct categories and then summarizing the methodologies and characteristics of each category. We divide VQA datasets into four categories: (1) available datasets that contain a rich collection of authentic images, (2) synthetic datasets that contain only synthetic images produced through artificial means, (3) diagnostic datasets that are specially designed to test model performance in a particular area, e.g., understanding the scene text, and (4) KB (Knowledge-Based) datasets that are designed to measure a model's ability to utilize outside knowledge. Concurrently, we explore six main paradigms of VQA models: fusion, where we discuss different methods of fusing information between visual and textual modalities; attention, the technique of using information from one modality to filter information from another; external knowledge base, where we discuss different models utilizing outside information; composition or reasoning, where we analyze techniques to answer advanced questions that require complex reasoning steps; explanation, which is the process of generating visual and textual descriptions to verify sound reasoning; and graph models, which encode and manipulate relationships through nodes in a graph. We also discuss some miscellaneous topics, such as scene text understanding, counting, and bias reduction.
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