Recent advances in modeling 3D objects mostly rely on synthetic datasets due to the lack of large-scale realscanned 3D databases. To facilitate the development of 3D perception, reconstruction, and generation in the real world, we propose OmniObject3D, a large vocabulary 3D object dataset with massive high-quality real-scanned 3D objects. OmniObject3D has several appealing properties: 1) Large Vocabulary: It comprises 6,000 scanned objects in 190 daily categories, sharing common classes with popular 2D datasets (e.g., ImageNet and LVIS), benefiting the pursuit of generalizable 3D representations. 2) Rich Annotations: Each 3D object is captured with both 2D and 3D sensors, providing textured meshes, point clouds, multiview rendered images, and multiple real-captured videos. 3) Realistic Scans: The professional scanners support highquality object scans with precise shapes and realistic appearances. With the vast exploration space offered by OmniObject3D, we carefully set up four evaluation tracks: a) robust 3D perception, b) novel-view synthesis, c) neural surface reconstruction, and d) 3D object generation. Extensive studies are performed on these four benchmarks, revealing new observations, challenges, and opportunities for future research in realistic 3D vision.
Semi-Supervised Semantic Segmentation aims at training the segmentation model with limited labeled data and a large amount of unlabeled data. To effectively leverage the unlabeled data, pseudo labeling, along with the teacher-student framework, is widely adopted in semi-supervised semantic segmentation. Though proved to be effective, this paradigm suffers from incorrect pseudo labels which inevitably exist and are taken as auxiliary training data. To alleviate the negative impact of incorrect pseudo labels, we delve into the current Semi-Supervised Semantic Segmentation frameworks. We argue that the unlabeled data with pseudo labels can facilitate the learning of representative features in the feature extractor, but it is unreliable to supervise the mask predictor. Motivated by this consideration, we propose a novel framework, Gentle Teaching Assistant (GTA-Seg) to disentangle the effects of pseudo labels on feature extractor and mask predictor of the student model. Specifically, in addition to the original teacher-student framework, our method introduces a teaching assistant network which directly learns from pseudo labels generated by the teacher network. The gentle teaching assistant (GTA) is coined gentle since it only transfers the beneficial feature representation knowledge in the feature extractor to the student model in an Exponential Moving Average (EMA) manner, protecting the student model from the negative influences caused by unreliable pseudo labels in the mask predictor. The student model is also supervised by reliable labeled data to train an accurate mask predictor, further facilitating feature representation. Extensive experiment results on benchmark datasets validate that our method shows competitive performance against previous methods. Code is available at https://github.com/Jin-Ying/GTA-Seg.
End-to-end scene text spotting has made significant progress due to its intrinsic synergy between text detection and recognition. Previous methods commonly regard manual annotations such as horizontal rectangles, rotated rectangles, quadrangles,and polygons as a prerequisite, which are much more expensive than using single-point. For the first time, we demonstrate that training scene text spotting models can be achieved with an extremely low-cost single-point annotation by the proposed framework, termed SPTS v2. SPTS v2 reserves the advantage of the auto-regressive Transformer with an Instance Assignment Decoder (IAD) through sequentially predicting the center points of all text instances inside the same predicting sequence, while with a Parallel Recognition Decoder (PRD) for text recognition in parallel. These two decoders share the same parameters and are interactively connected with a simple but effective information transmission process to pass the gradient and information. Comprehensive experiments on various existing benchmark datasets demonstrate the SPTS v2 can outperform previous state-of-the-art single-point text spotters with fewer parameters while achieving 14x faster inference speed. Most importantly, within the scope of our SPTS v2, extensive experiments further reveal an important phenomenon that single-point serves as the optimal setting for the scene text spotting compared to non-point, rectangular bounding box, and polygonal bounding box. Such an attempt provides a significant opportunity for scene text spotting applications beyond the realms of existing paradigms. Code is available at https://github.com/shannanyinxiang/SPTS.
Co-speech gesture is crucial for human-machine interaction and digital entertainment. While previous works mostly map speech audio to human skeletons (e.g., 2D keypoints), directly generating speakers' gestures in the image domain remains unsolved. In this work, we formally define and study this challenging problem of audio-driven co-speech gesture video generation, i.e., using a unified framework to generate speaker image sequence driven by speech audio. Our key insight is that the co-speech gestures can be decomposed into common motion patterns and subtle rhythmic dynamics. To this end, we propose a novel framework, Audio-driveN Gesture vIdeo gEneration (ANGIE), to effectively capture the reusable co-speech gesture patterns as well as fine-grained rhythmic movements. To achieve high-fidelity image sequence generation, we leverage an unsupervised motion representation instead of a structural human body prior (e.g., 2D skeletons). Specifically, 1) we propose a vector quantized motion extractor (VQ-Motion Extractor) to summarize common co-speech gesture patterns from implicit motion representation to codebooks. 2) Moreover, a co-speech gesture GPT with motion refinement (Co-Speech GPT) is devised to complement the subtle prosodic motion details. Extensive experiments demonstrate that our framework renders realistic and vivid co-speech gesture video. Demo video and more resources can be found in: https://alvinliu0.github.io/projects/ANGIE
To accurately predict trajectories in multi-agent settings, e.g. team games, it is important to effectively model the interactions among agents. Whereas a number of methods have been developed for this purpose, existing methods implicitly model these interactions as part of the deep net architecture. However, in the real world, interactions often exist at multiple levels, e.g. individuals may form groups, where interactions among groups and those among the individuals in the same group often follow significantly different patterns. In this paper, we present a novel formulation for multi-agent trajectory prediction, which explicitly introduces the concept of interactive group consensus via an interactive hierarchical latent space. This formulation allows group-level and individual-level interactions to be captured jointly, thus substantially improving the capability of modeling complex dynamics. On two multi-agent settings, i.e. team sports and pedestrians, the proposed framework consistently achieves superior performance compared to existing methods.
The ability to choose an appropriate camera view among multiple cameras plays a vital role in TV shows delivery. But it is hard to figure out the statistical pattern and apply intelligent processing due to the lack of high-quality training data. To solve this issue, we first collect a novel benchmark on this setting with four diverse scenarios including concerts, sports games, gala shows, and contests, where each scenario contains 6 synchronized tracks recorded by different cameras. It contains 88-hour raw videos that contribute to the 14-hour edited videos. Based on this benchmark, we further propose a new approach temporal and contextual transformer that utilizes clues from historical shots and other views to make shot transition decisions and predict which view to be used. Extensive experiments show that our method outperforms existing methods on the proposed multi-camera editing benchmark.
Graph convolution networks (GCN) have been widely used in skeleton-based action recognition. We note that existing GCN-based approaches primarily rely on prescribed graphical structures (ie., a manually defined topology of skeleton joints), which limits their flexibility to capture complicated correlations between joints. To move beyond this limitation, we propose a new framework for skeleton-based action recognition, namely Dynamic Group Spatio-Temporal GCN (DG-STGCN). It consists of two modules, DG-GCN and DG-TCN, respectively, for spatial and temporal modeling. In particular, DG-GCN uses learned affinity matrices to capture dynamic graphical structures instead of relying on a prescribed one, while DG-TCN performs group-wise temporal convolutions with varying receptive fields and incorporates a dynamic joint-skeleton fusion module for adaptive multi-level temporal modeling. On a wide range of benchmarks, including NTURGB+D, Kinetics-Skeleton, BABEL, and Toyota SmartHome, DG-STGCN consistently outperforms state-of-the-art methods, often by a notable margin.
While tremendous advances in visual and auditory realism have been made for virtual and augmented reality (VR/AR), introducing a plausible sense of physicality into the virtual world remains challenging. Closing the gap between real-world physicality and immersive virtual experience requires a closed interaction loop: applying user-exerted physical forces to the virtual environment and generating haptic sensations back to the users. However, existing VR/AR solutions either completely ignore the force inputs from the users or rely on obtrusive sensing devices that compromise user experience. By identifying users' muscle activation patterns while engaging in VR/AR, we design a learning-based neural interface for natural and intuitive force inputs. Specifically, we show that lightweight electromyography sensors, resting non-invasively on users' forearm skin, inform and establish a robust understanding of their complex hand activities. Fuelled by a neural-network-based model, our interface can decode finger-wise forces in real-time with 3.3% mean error, and generalize to new users with little calibration. Through an interactive psychophysical study, we show that human perception of virtual objects' physical properties, such as stiffness, can be significantly enhanced by our interface. We further demonstrate that our interface enables ubiquitous control via finger tapping. Ultimately, we envision our findings to push forward research towards more realistic physicality in future VR/AR.
Deep learning models have achieved excellent recognition results on large-scale video benchmarks. However, they perform poorly when applied to videos with rare scenes or objects, primarily due to the bias of existing video datasets. We tackle this problem from two different angles: algorithm and dataset. From the perspective of algorithms, we propose Spatial-aware Multi-Aspect Debiasing (SMAD), which incorporates both explicit debiasing with multi-aspect adversarial training and implicit debiasing with the spatial actionness reweighting module, to learn a more generic representation invariant to non-action aspects. To neutralize the intrinsic dataset bias, we propose OmniDebias to leverage web data for joint training selectively, which can achieve higher performance with far fewer web data. To verify the effectiveness, we establish evaluation protocols and perform extensive experiments on both re-distributed splits of existing datasets and a new evaluation dataset focusing on the action with rare scenes. We also show that the debiased representation can generalize better when transferred to other datasets and tasks.
Learning powerful representations in bird's-eye-view (BEV) for perception tasks is trending and drawing extensive attention both from industry and academia. Conventional approaches for most autonomous driving algorithms perform detection, segmentation, tracking, etc., in a front or perspective view. As sensor configurations get more complex, integrating multi-source information from different sensors and representing features in a unified view come of vital importance. BEV perception inherits several advantages, as representing surrounding scenes in BEV is intuitive and fusion-friendly; and representing objects in BEV is most desirable for subsequent modules as in planning and/or control. The core problems for BEV perception lie in (a) how to reconstruct the lost 3D information via view transformation from perspective view to BEV; (b) how to acquire ground truth annotations in BEV grid; (c) how to formulate the pipeline to incorporate features from different sources and views; and (d) how to adapt and generalize algorithms as sensor configurations vary across different scenarios. In this survey, we review the most recent work on BEV perception and provide an in-depth analysis of different solutions. Moreover, several systematic designs of BEV approach from the industry are depicted as well. Furthermore, we introduce a full suite of practical guidebook to improve the performance of BEV perception tasks, including camera, LiDAR and fusion inputs. At last, we point out the future research directions in this area. We hope this report would shed some light on the community and encourage more research effort on BEV perception. We keep an active repository to collect the most recent work and provide a toolbox for bag of tricks at https://github.com/OpenPerceptionX/BEVPerception-Survey-Recipe.