Existing part-aware person re-identification methods typically employ two separate steps: namely, body part detection and part-level feature extraction. However, part detection introduces an additional computational cost and is inherently challenging for low-quality images. Accordingly, in this work, we propose a simple framework named Batch Coherence-Driven Network (BCD-Net) that bypasses body part detection during both the training and testing phases while still learning semantically aligned part features. Our key observation is that the statistics in a batch of images are stable, and therefore that batch-level constraints are robust. First, we introduce a batch coherence-guided channel attention (BCCA) module that highlights the relevant channels for each respective part from the output of a deep backbone model. We investigate channelpart correspondence using a batch of training images, then impose a novel batch-level supervision signal that helps BCCA to identify part-relevant channels. Second, the mean position of a body part is robust and consequently coherent between batches throughout the training process. Accordingly, we introduce a pair of regularization terms based on the semantic consistency between batches. The first term regularizes the high responses of BCD-Net for each part on one batch in order to constrain it within a predefined area, while the second encourages the aggregate of BCD-Nets responses for all parts covering the entire human body. The above constraints guide BCD-Net to learn diverse, complementary, and semantically aligned part-level features. Extensive experimental results demonstrate that BCDNet consistently achieves state-of-the-art performance on four large-scale ReID benchmarks.
The 3D CAD shapes in current 3D benchmarks are mostly collected from online model repositories. Thus, they typically have insufficient geometric details and less informative textures, making them less attractive for comprehensive and subtle research in areas such as high-quality 3D mesh and texture recovery. This paper presents 3D Furniture shape with TextURE (3D-FUTURE): a richly-annotated and large-scale repository of 3D furniture shapes in the household scenario. At the time of this technical report, 3D-FUTURE contains 20,240 clean and realistic synthetic images of 5,000 different rooms. There are 9,992 unique detailed 3D instances of furniture with high-resolution textures. Experienced designers developed the room scenes, and the 3D CAD shapes in the scene are used for industrial production. Given the well-organized 3D-FUTURE, we provide baseline experiments on several widely studied tasks, such as joint 2D instance segmentation and 3D object pose estimation, image-based 3D shape retrieval, 3D object reconstruction from a single image, and texture recovery for 3D shapes, to facilitate related future researches on our database.
Quantized neural networks with low-bit weights and activations are attractive for developing AI accelerators. However, the quantization functions used in most conventional quantization methods are non-differentiable, which increases the optimization difficulty of quantized networks. Compared with full-precision parameters (i.e., 32-bit floating numbers), low-bit values are selected from a much smaller set. For example, there are only 16 possibilities in 4-bit space. Thus, we present to regard the discrete weights in an arbitrary quantized neural network as searchable variables, and utilize a differential method to search them accurately. In particular, each weight is represented as a probability distribution over the discrete value set. The probabilities are optimized during training and the values with the highest probability are selected to establish the desired quantized network. Experimental results on benchmarks demonstrate that the proposed method is able to produce quantized neural networks with higher performance over the state-of-the-art methods on both image classification and super-resolution tasks.
Video inpainting aims to restore missing regions of a video and has many applications such as video editing and object removal. However, existing methods either suffer from inaccurate short-term context aggregation or rarely explore long-term frame information. In this work, we present a novel context aggregation network to effectively exploit both short-term and long-term frame information for video inpainting. In the encoding stage, we propose boundary-aware short-term context aggregation, which aligns and aggregates, from neighbor frames, local regions that are closely related to the boundary context of missing regions into the target frame. Furthermore, we propose dynamic long-term context aggregation to globally refine the feature map generated in the encoding stage using long-term frame features, which are dynamically updated throughout the inpainting process. Experiments show that it outperforms state-of-the-art methods with better inpainting results and fast inpainting speed.
Increasing the visibility of nighttime hazy images is challenging because of uneven illumination from active artificial light sources and haze absorbing/scattering. The absence of large-scale benchmark datasets hampers progress in this area. To address this issue, we propose a novel synthetic method called 3R to simulate nighttime hazy images from daytime clear images, which first reconstructs the scene geometry, then simulates the light rays and object reflectance, and finally renders the haze effects. Based on it, we generate realistic nighttime hazy images by sampling real-world light colors from a prior empirical distribution. Experiments on the synthetic benchmark show that the degrading factors jointly reduce the image quality. To address this issue, we propose an optimal-scale maximum reflectance prior to disentangle the color correction from haze removal and address them sequentially. Besides, we also devise a simple but effective learning-based baseline which has an encoder-decoder structure based on the MobileNet-v2 backbone. Experiment results demonstrate their superiority over state-of-the-art methods in terms of both image quality and runtime. Both the dataset and source code will be available at https://github.com/chaimi2013/3R.
Heatmap regression has become the mainstream methodology for deep learning-based semantic landmark localization, including in facial landmark localization and human pose estimation. Though heatmap regression is robust to large variations in pose, illumination, and occlusion in unconstrained settings, it usually suffers from a sub-pixel localization problem. Specifically, considering that the activation point indices in heatmaps are always integers, quantization error thus appears when using heatmaps as the representation of numerical coordinates. Previous methods to overcome the sub-pixel localization problem usually rely on high-resolution heatmaps. As a result, there is always a trade-off between achieving localization accuracy and computational cost, where the computational complexity of heatmap regression depends on the heatmap resolution in a quadratic manner. In this paper, we formally analyze the quantization error of vanilla heatmap regression and propose a simple yet effective quantization system to address the sub-pixel localization problem. The proposed quantization system induced by the randomized rounding operation 1) encodes the fractional part of numerical coordinates into the ground truth heatmap using a probabilistic approach during training; and 2) decodes the predicted numerical coordinates from a set of activation points during testing. We prove that the proposed quantization system for heatmap regression is unbiased and lossless. Experimental results on four popular facial landmark localization datasets (WFLW, 300W, COFW, and AFLW) demonstrate the effectiveness of the proposed method for efficient and accurate semantic landmark localization. Code is available at http://github.com/baoshengyu/H3R.
Depth completion aims to recover a dense depth map from the sparse depth data and the corresponding single RGB image. The observed pixels provide the significant guidance for the recovery of the unobserved pixels' depth. However, due to the sparsity of the depth data, the standard convolution operation, exploited by most of existing methods, is not effective to model the observed contexts with depth values. To address this issue, we propose to adopt the graph propagation to capture the observed spatial contexts. Specifically, we first construct multiple graphs at different scales from observed pixels. Since the graph structure varies from sample to sample, we then apply the attention mechanism on the propagation, which encourages the network to model the contextual information adaptively. Furthermore, considering the mutli-modality of input data, we exploit the graph propagation on the two modalities respectively to extract multi-modal representations. Finally, we introduce the symmetric gated fusion strategy to exploit the extracted multi-modal features effectively. The proposed strategy preserves the original information for one modality and also absorbs complementary information from the other through learning the adaptive gating weights. Our model, named Adaptive Context-Aware Multi-Modal Network (ACMNet), achieves the state-of-the-art performance on two benchmarks, {\it i.e.}, KITTI and NYU-v2, and at the same time has fewer parameters than latest models. Our code is available at: \url{https://github.com/sshan-zhao/ACMNet}.
Attribute-based person search is in significant demand for applications where no detected query images are available, such as identifying a criminal from witness. However, the task itself is quite challenging because there is a huge modality gap between images and physical descriptions of attributes. Often, there may also be a large number of unseen categories (attribute combinations). The current state-of-the-art methods either focus on learning better cross-modal embeddings by mining only seen data, or they explicitly use generative adversarial networks (GANs) to synthesize unseen features. The former tends to produce poor embeddings due to insufficient data, while the latter does not preserve intra-class compactness during generation. In this paper, we present a symbiotic adversarial learning framework, called SAL.Two GANs sit at the base of the framework in a symbiotic learning scheme: one synthesizes features of unseen classes/categories, while the other optimizes the embedding and performs the cross-modal alignment on the common embedding space .Specifically, two different types of generative adversarial networks learn collaboratively throughout the training process and the interactions between the two mutually benefit each other. Extensive evaluations show SAL's superiority over nine state-of-the-art methods with two challenging pedestrian benchmarks, PETA and Market-1501. The code is publicly available at: https://github.com/ycao5602/SAL .
Existing inpainting methods have achieved promising performance for recovering regular or small image defects. However, filling in large continuous holes remains difficult due to the lack of constraints for the hole center. In this paper, we devise a Recurrent Feature Reasoning (RFR) network which is mainly constructed by a plug-and-play Recurrent Feature Reasoning module and a Knowledge Consistent Attention (KCA) module. Analogous to how humans solve puzzles (i.e., first solve the easier parts and then use the results as additional information to solve difficult parts), the RFR module recurrently infers the hole boundaries of the convolutional feature maps and then uses them as clues for further inference. The module progressively strengthens the constraints for the hole center and the results become explicit. To capture information from distant places in the feature map for RFR, we further develop KCA and incorporate it in RFR. Empirically, we first compare the proposed RFR-Net with existing backbones, demonstrating that RFR-Net is more efficient (e.g., a 4\% SSIM improvement for the same model size). We then place the network in the context of the current state-of-the-art, where it exhibits improved performance. The corresponding source code is available at: https://github.com/jingyuanli001/RFR-Inpainting