In this paper, we introduce a scalable method for learning structured, adaptive-length deep representations. Our approach is to train neural networks such that they approximate the principal eigenfunctions of a kernel. We show that, when the kernel is derived from positive relations in a contrastive learning setup, our method outperforms a number of competitive baselines in visual representation learning and transfer learning benchmarks, and importantly, produces structured representations where the order of features indicates degrees of importance. We demonstrate using such representations as adaptive-length codes in image retrieval systems. By truncation according to feature importance, our method requires up to 16$\times$ shorter representation length than leading self-supervised learning methods to achieve similar retrieval performance. We further apply our method to graph data and report strong results on a node representation learning benchmark with more than one million nodes.
We present RCareWorld, a human-centric simulation world for physical and social robotic caregiving designed with inputs from stakeholders, including care recipients, caregivers, occupational therapists, and roboticists. RCareWorld has realistic human models of care recipients with mobility limitations and caregivers, home environments with multiple levels of accessibility and assistive devices, and robots commonly used for caregiving. It interfaces with various physics engines to model diverse material types necessary for simulating caregiving scenarios, and provides the capability to plan, control, and learn both human and robot control policies by integrating with state-of-the-art external planning and learning libraries, and VR devices. We propose a set of realistic caregiving tasks in RCareWorld as a benchmark for physical robotic caregiving and provide baseline control policies for them. We illustrate the high-fidelity simulation capabilities of RCareWorld by demonstrating the execution of a policy learnt in simulation for one of these tasks on a real-world setup. Additionally, we perform a real-world social robotic caregiving experiment using behaviors modeled in RCareWorld. Robotic caregiving, though potentially impactful towards enhancing the quality of life of care recipients and caregivers, is a field with many barriers to entry due to its interdisciplinary facets. RCareWorld takes the first step towards building a realistic simulation world for robotic caregiving that would enable researchers worldwide to contribute to this impactful field. Demo videos and supplementary materials can be found at: https://emprise.cs.cornell.edu/rcareworld/.
Hand, the bearer of human productivity and intelligence, is receiving much attention due to the recent fever of digital twins. Among different hand morphable models, MANO has been widely used in vision and graphics community. However, MANO disregards textures and accessories, which largely limits its power to synthesize photorealistic hand data. In this paper, we extend MANO with Diverse Accessories and Rich Textures, namely DART. DART is composed of 50 daily 3D accessories which varies in appearance and shape, and 325 hand-crafted 2D texture maps covers different kinds of blemishes or make-ups. Unity GUI is also provided to generate synthetic hand data with user-defined settings, e.g., pose, camera, background, lighting, textures, and accessories. Finally, we release DARTset, which contains large-scale (800K), high-fidelity synthetic hand images, paired with perfect-aligned 3D labels. Experiments demonstrate its superiority in diversity. As a complement to existing hand datasets, DARTset boosts the generalization in both hand pose estimation and mesh recovery tasks. Raw ingredients (textures, accessories), Unity GUI, source code and DARTset are publicly available at dart2022.github.io
Neural Radiance Fields (NeRFs), despite their outstanding performance on novel view synthesis, often need dense input views. Many papers train one model for each scene respectively and few of them explore incorporating multi-modal data into this problem. In this paper, we focus on a rarely discussed but important setting: can we train one model that can represent multiple scenes, with 360$^\circ $ insufficient views and RGB-D images? We refer insufficient views to few extremely sparse and almost non-overlapping views. To deal with it, X-NeRF, a fully explicit approach which learns a general scene completion process instead of a coordinate-based mapping, is proposed. Given a few insufficient RGB-D input views, X-NeRF first transforms them to a sparse point cloud tensor and then applies a 3D sparse generative Convolutional Neural Network (CNN) to complete it to an explicit radiance field whose volumetric rendering can be conducted fast without running networks during inference. To avoid overfitting, besides common rendering loss, we apply perceptual loss as well as view augmentation through random rotation on point clouds. The proposed methodology significantly out-performs previous implicit methods in our setting, indicating the great potential of proposed problem and approach. Codes and data are available at https://github.com/HaoyiZhu/XNeRF.
3D human pose estimation from a monocular video has recently seen significant improvements. However, most state-of-the-art methods are kinematics-based, which are prone to physically implausible motions with pronounced artifacts. Current dynamics-based methods can predict physically plausible motion but are restricted to simple scenarios with static camera view. In this work, we present D&D (Learning Human Dynamics from Dynamic Camera), which leverages the laws of physics to reconstruct 3D human motion from the in-the-wild videos with a moving camera. D&D introduces inertial force control (IFC) to explain the 3D human motion in the non-inertial local frame by considering the inertial forces of the dynamic camera. To learn the ground contact with limited annotations, we develop probabilistic contact torque (PCT), which is computed by differentiable sampling from contact probabilities and used to generate motions. The contact state can be weakly supervised by encouraging the model to generate correct motions. Furthermore, we propose an attentive PD controller that adjusts target pose states using temporal information to obtain smooth and accurate pose control. Our approach is entirely neural-based and runs without offline optimization or simulation in physics engines. Experiments on large-scale 3D human motion benchmarks demonstrate the effectiveness of D&D, where we exhibit superior performance against both state-of-the-art kinematics-based and dynamics-based methods. Code is available at https://github.com/Jeffsjtu/DnD
Long-tailed image recognition presents massive challenges to deep learning systems since the imbalance between majority (head) classes and minority (tail) classes severely skews the data-driven deep neural networks. Previous methods tackle with data imbalance from the viewpoints of data distribution, feature space, and model design, etc.In this work, instead of directly learning a recognition model, we suggest confronting the bottleneck of head-to-tail bias before classifier learning, from the previously omitted perspective of balancing label space. To alleviate the head-to-tail bias, we propose a concise paradigm by progressively adjusting label space and dividing the head classes and tail classes, dynamically constructing balance from imbalance to facilitate the classification. With flexible data filtering and label space mapping, we can easily embed our approach to most classification models, especially the decoupled training methods. Besides, we find the separability of head-tail classes varies among different features with different inductive biases. Hence, our proposed model also provides a feature evaluation method and paves the way for long-tailed feature learning. Extensive experiments show that our method can boost the performance of state-of-the-arts of different types on widely-used benchmarks. Code is available at https://github.com/silicx/DLSA.
Human-Object Interaction (HOI) detection plays a crucial role in activity understanding. Though significant progress has been made, interactiveness learning remains a challenging problem in HOI detection: existing methods usually generate redundant negative H-O pair proposals and fail to effectively extract interactive pairs. Though interactiveness has been studied in both whole body- and part- level and facilitates the H-O pairing, previous works only focus on the target person once (i.e., in a local perspective) and overlook the information of the other persons. In this paper, we argue that comparing body-parts of multi-person simultaneously can afford us more useful and supplementary interactiveness cues. That said, to learn body-part interactiveness from a global perspective: when classifying a target person's body-part interactiveness, visual cues are explored not only from herself/himself but also from other persons in the image. We construct body-part saliency maps based on self-attention to mine cross-person informative cues and learn the holistic relationships between all the body-parts. We evaluate the proposed method on widely-used benchmarks HICO-DET and V-COCO. With our new perspective, the holistic global-local body-part interactiveness learning achieves significant improvements over state-of-the-art. Our code is available at https://github.com/enlighten0707/Body-Part-Map-for-Interactiveness.
In this paper, we propose a genuine group-level contrastive visual representation learning method whose linear evaluation performance on ImageNet surpasses the vanilla supervised learning. Two mainstream unsupervised learning schemes are the instance-level contrastive framework and clustering-based schemes. The former adopts the extremely fine-grained instance-level discrimination whose supervisory signal is not efficient due to the false negatives. Though the latter solves this, they commonly come with some restrictions affecting the performance. To integrate their advantages, we design the SMoG method. SMoG follows the framework of contrastive learning but replaces the contrastive unit from instance to group, mimicking clustering-based methods. To achieve this, we propose the momentum grouping scheme which synchronously conducts feature grouping with representation learning. In this way, SMoG solves the problem of supervisory signal hysteresis which the clustering-based method usually faces, and reduces the false negatives of instance contrastive methods. We conduct exhaustive experiments to show that SMoG works well on both CNN and Transformer backbones. Results prove that SMoG has surpassed the current SOTA unsupervised representation learning methods. Moreover, its linear evaluation results surpass the performances obtained by vanilla supervised learning and the representation can be well transferred to downstream tasks.
Estimating the 6D pose for unseen objects is in great demand for many real-world applications. However, current state-of-the-art pose estimation methods can only handle objects that are previously trained. In this paper, we propose a new task that enables and facilitates algorithms to estimate the 6D pose estimation of novel objects during testing. We collect a dataset with both real and synthetic images and up to 48 unseen objects in the test set. In the mean while, we propose a new metric named Infimum ADD (IADD) which is an invariant measurement for objects with different types of pose ambiguity. A two-stage baseline solution for this task is also provided. By training an end-to-end 3D correspondences network, our method finds corresponding points between an unseen object and a partial view RGBD image accurately and efficiently. It then calculates the 6D pose from the correspondences using an algorithm robust to object symmetry. Extensive experiments show that our method outperforms several intuitive baselines and thus verify its effectiveness. All the data, code and models will be made publicly available. Project page: www.graspnet.net/unseen6d
Human-Object Interaction (HOI) detection plays a core role in activity understanding. Though recent two/one-stage methods have achieved impressive results, as an essential step, discovering interactive human-object pairs remains challenging. Both one/two-stage methods fail to effectively extract interactive pairs instead of generating redundant negative pairs. In this work, we introduce a previously overlooked interactiveness bimodal prior: given an object in an image, after pairing it with the humans, the generated pairs are either mostly non-interactive, or mostly interactive, with the former more frequent than the latter. Based on this interactiveness bimodal prior we propose the "interactiveness field". To make the learned field compatible with real HOI image considerations, we propose new energy constraints based on the cardinality and difference in the inherent "interactiveness field" underlying interactive versus non-interactive pairs. Consequently, our method can detect more precise pairs and thus significantly boost HOI detection performance, which is validated on widely-used benchmarks where we achieve decent improvements over state-of-the-arts. Our code is available at https://github.com/Foruck/Interactiveness-Field.