Video text spotting refers to localizing, recognizing, and tracking textual elements such as captions, logos, license plates, signs, and other forms of text within consecutive video frames. However, current datasets available for this task rely on quadrilateral ground truth annotations, which may result in including excessive background content and inaccurate text boundaries. Furthermore, methods trained on these datasets often produce prediction results in the form of quadrilateral boxes, which limits their ability to handle complex scenarios such as dense or curved text. To address these issues, we propose a scalable mask annotation pipeline called SAMText for video text spotting. SAMText leverages the SAM model to generate mask annotations for scene text images or video frames at scale. Using SAMText, we have created a large-scale dataset, SAMText-9M, that contains over 2,400 video clips sourced from existing datasets and over 9 million mask annotations. We have also conducted a thorough statistical analysis of the generated masks and their quality, identifying several research topics that could be further explored based on this dataset. The code and dataset will be released at \url{https://github.com/ViTAE-Transformer/SAMText}.
To defend the inference attacks and mitigate the sensitive information leakages in Federated Learning (FL), client-level Differentially Private FL (DPFL) is the de-facto standard for privacy protection by clipping local updates and adding random noise. However, existing DPFL methods tend to make a sharp loss landscape and have poor weight perturbation robustness, resulting in severe performance degradation. To alleviate these issues, we propose a novel DPFL algorithm named DP-FedSAM, which leverages gradient perturbation to mitigate the negative impact of DP. Specifically, DP-FedSAM integrates Sharpness Aware Minimization (SAM) optimizer to generate local flatness models with improved stability and weight perturbation robustness, which results in the small norm of local updates and robustness to DP noise, thereby improving the performance. To further reduce the magnitude of random noise while achieving better performance, we propose DP-FedSAM-$top_k$ by adopting the local update sparsification technique. From the theoretical perspective, we present the convergence analysis to investigate how our algorithms mitigate the performance degradation induced by DP. Meanwhile, we give rigorous privacy guarantees with R\'enyi DP, the sensitivity analysis of local updates, and generalization analysis. At last, we empirically confirm that our algorithms achieve state-of-the-art (SOTA) performance compared with existing SOTA baselines in DPFL.
In this paper, we explore a novel model reusing task tailored for graph neural networks (GNNs), termed as "deep graph reprogramming". We strive to reprogram a pre-trained GNN, without amending raw node features nor model parameters, to handle a bunch of cross-level downstream tasks in various domains. To this end, we propose an innovative Data Reprogramming paradigm alongside a Model Reprogramming paradigm. The former one aims to address the challenge of diversified graph feature dimensions for various tasks on the input side, while the latter alleviates the dilemma of fixed per-task-per-model behavior on the model side. For data reprogramming, we specifically devise an elaborated Meta-FeatPadding method to deal with heterogeneous input dimensions, and also develop a transductive Edge-Slimming as well as an inductive Meta-GraPadding approach for diverse homogenous samples. Meanwhile, for model reprogramming, we propose a novel task-adaptive Reprogrammable-Aggregator, to endow the frozen model with larger expressive capacities in handling cross-domain tasks. Experiments on fourteen datasets across node/graph classification/regression, 3D object recognition, and distributed action recognition, demonstrate that the proposed methods yield gratifying results, on par with those by re-training from scratch.
Human-object interactions (HOIs) are crucial for human-centric scene understanding applications such as human-centric visual generation, AR/VR, and robotics. Since existing methods mainly explore capturing HOIs, rendering HOI remains less investigated. In this paper, we address this challenge in HOI animation from a compositional perspective, i.e., animating novel HOIs including novel interaction, novel human and/or novel object driven by a novel pose sequence. Specifically, we adopt neural human-object deformation to model and render HOI dynamics based on implicit neural representations. To enable the interaction pose transferring among different persons and objects, we then devise a new compositional conditional neural radiance field (or CC-NeRF), which decomposes the interdependence between human and object using latent codes to enable compositionally animation control of novel HOIs. Experiments show that the proposed method can generalize well to various novel HOI animation settings. Our project page is https://zhihou7.github.io/CHONA/
Recent neural architecture search (NAS) based approaches have made great progress in hyperspectral image (HSI) classification tasks. However, the architectures are usually optimized independently of the network weights, increasing searching time and restricting model performances. To tackle these issues, in this paper, different from previous methods that extra define structural parameters, we propose to directly generate structural parameters by utilizing the specifically designed hyper kernels, ingeniously converting the original complex dual optimization problem into easily implemented one-tier optimizations, and greatly shrinking searching costs. Then, we develop a hierarchical multi-module search space whose candidate operations only contain convolutions, and these operations can be integrated into unified kernels. Using the above searching strategy and searching space, we obtain three kinds of networks to separately conduct pixel-level or image-level classifications with 1-D or 3-D convolutions. In addition, by combining the proposed hyper kernel searching scheme with the 3-D convolution decomposition mechanism, we obtain diverse architectures to simulate 3-D convolutions, greatly improving network flexibilities. A series of quantitative and qualitative experiments on six public datasets demonstrate that the proposed methods achieve state-of-the-art results compared with other advanced NAS-based HSI classification approaches.
The recent work known as Segment Anything (SA) has made significant strides in pushing the boundaries of semantic segmentation into the era of foundation models. The impact of SA has sparked extremely active discussions and ushered in an encouraging new wave of developing foundation models for the diverse tasks in the Euclidean domain, such as object detection and image inpainting. Despite the promising advances led by SA, the concept has yet to be extended to the non-Euclidean graph domain. In this paper, we explore a novel Segment Non-Euclidean Anything (SNA) paradigm that strives to develop foundation models that can handle the diverse range of graph data within the non-Euclidean domain, seeking to expand the scope of SA and lay the groundwork for future research in this direction. To achieve this goal, we begin by discussing the recent achievements in foundation models associated with SA. We then shed light on the unique challenges that arise when applying the SA concept to graph analysis, which involves understanding the differences between the Euclidean and non-Euclidean domains from both the data and task perspectives. Motivated by these observations, we present several preliminary solutions to tackle the challenges of SNA and detail their corresponding limitations, along with several potential directions to pave the way for future SNA research. Experiments on five Open Graph Benchmark (OGB) datasets across various tasks, including graph property classification and regression, as well as multi-label prediction, demonstrate that the performance of the naive SNA solutions has considerable room for improvement, pointing towards a promising avenue for future exploration of Graph General Intelligence.
Hyperspectral image (HSI) classification is challenging due to spatial variability caused by complex imaging conditions. Prior methods suffer from limited representation ability, as they train specially designed networks from scratch on limited annotated data. We propose a tri-spectral image generation pipeline that transforms HSI into high-quality tri-spectral images, enabling the use of off-the-shelf ImageNet pretrained backbone networks for feature extraction. Motivated by the observation that there are many homogeneous areas with distinguished semantic and geometric properties in HSIs, which can be used to extract useful contexts, we propose an end-to-end segmentation network named DCN-T. It adopts transformers to effectively encode regional adaptation and global aggregation spatial contexts within and between the homogeneous areas discovered by similarity-based clustering. To fully exploit the rich spectrums of the HSI, we adopt an ensemble approach where all segmentation results of the tri-spectral images are integrated into the final prediction through a voting scheme. Extensive experiments on three public benchmarks show that our proposed method outperforms state-of-the-art methods for HSI classification.
In recent decades, visual simultaneous localization and mapping (vSLAM) has gained significant interest in both academia and industry. It estimates camera motion and reconstructs the environment concurrently using visual sensors on a moving robot. However, conventional cameras are limited by hardware, including motion blur and low dynamic range, which can negatively impact performance in challenging scenarios like high-speed motion and high dynamic range illumination. Recent studies have demonstrated that event cameras, a new type of bio-inspired visual sensor, offer advantages such as high temporal resolution, dynamic range, low power consumption, and low latency. This paper presents a timely and comprehensive review of event-based vSLAM algorithms that exploit the benefits of asynchronous and irregular event streams for localization and mapping tasks. The review covers the working principle of event cameras and various event representations for preprocessing event data. It also categorizes event-based vSLAM methods into four main categories: feature-based, direct, motion-compensation, and deep learning methods, with detailed discussions and practical guidance for each approach. Furthermore, the paper evaluates the state-of-the-art methods on various benchmarks, highlighting current challenges and future opportunities in this emerging research area. A public repository will be maintained to keep track of the rapid developments in this field at {\url{https://github.com/kun150kun/ESLAM-survey}}.
Multi-view camera-based 3D object detection has gained popularity due to its low cost. But accurately inferring 3D geometry solely from camera data remains challenging, which impacts model performance. One promising approach to address this issue is to distill precise 3D geometry knowledge from LiDAR data. However, transferring knowledge between different sensor modalities is hindered by the significant modality gap. In this paper, we approach this challenge from the perspective of both architecture design and knowledge distillation and present a new simulated multi-modal 3D object detection method named BEVSimDet. We first introduce a novel framework that includes a LiDAR and camera fusion-based teacher and a simulated multi-modal student, where the student simulates multi-modal features with image-only input. To facilitate effective distillation, we propose a simulated multi-modal distillation scheme that supports intra-modal, cross-modal, and multi-modal distillation simultaneously, in Bird's-eye-view (BEV) space. By combining them together, BEVSimDet can learn better feature representations for 3D object detection while enjoying cost-effective camera-only deployment. Experimental results on the challenging nuScenes benchmark demonstrate the effectiveness and superiority of BEVSimDet over recent representative methods. The source code will be released at \href{https://github.com/ViTAE-Transformer/BEVSimDet}{BEVSimDet}.
Neural radiance field (NeRF) has become a popular 3D representation method for human avatar reconstruction due to its high-quality rendering capabilities, e.g., regarding novel views and poses. However, previous methods for editing the geometry and appearance of the avatar only allow for global editing through body shape parameters and 2D texture maps. In this paper, we propose a new approach named \textbf{U}nified \textbf{V}olumetric \textbf{A}vatar (\textbf{UVA}) that enables local and independent editing of both geometry and texture, while retaining the ability to render novel views and poses. UVA transforms each observation point to a canonical space using a skinning motion field and represents geometry and texture in separate neural fields. Each field is composed of a set of structured latent codes that are attached to anchor nodes on a deformable mesh in canonical space and diffused into the entire space via interpolation, allowing for local editing. To address spatial ambiguity in code interpolation, we use a local signed height indicator. We also replace the view-dependent radiance color with a pose-dependent shading factor to better represent surface illumination in different poses. Experiments on multiple human avatars demonstrate that our UVA achieves competitive results in novel view synthesis and novel pose rendering while enabling local and independent editing of geometry and appearance. The source code will be released.