We present a new, simple yet effective approach to uplift video object detection. We observe that prior works operate on instance-level feature aggregation that imminently neglects the refined pixel-level representation, resulting in confusion among objects sharing similar appearance or motion characteristics. To address this limitation, we propose BoxMask, which effectively learns discriminative representations by incorporating class-aware pixel-level information. We simply consider bounding box-level annotations as a coarse mask for each object to supervise our method. The proposed module can be effortlessly integrated into any region-based detector to boost detection. Extensive experiments on ImageNet VID and EPIC KITCHENS datasets demonstrate consistent and significant improvement when we plug our BoxMask module into numerous recent state-of-the-art methods.
This paper presents the novel idea of generating object proposals by leveraging temporal information for video object detection. The feature aggregation in modern region-based video object detectors heavily relies on learned proposals generated from a single-frame RPN. This imminently introduces additional components like NMS and produces unreliable proposals on low-quality frames. To tackle these restrictions, we present SparseVOD, a novel video object detection pipeline that employs Sparse R-CNN to exploit temporal information. In particular, we introduce two modules in the dynamic head of Sparse R-CNN. First, the Temporal Feature Extraction module based on the Temporal RoI Align operation is added to extract the RoI proposal features. Second, motivated by sequence-level semantic aggregation, we incorporate the attention-guided Semantic Proposal Feature Aggregation module to enhance object feature representation before detection. The proposed SparseVOD effectively alleviates the overhead of complicated post-processing methods and makes the overall pipeline end-to-end trainable. Extensive experiments show that our method significantly improves the single-frame Sparse RCNN by 8%-9% in mAP. Furthermore, besides achieving state-of-the-art 80.3% mAP on the ImageNet VID dataset with ResNet-50 backbone, our SparseVOD outperforms existing proposal-based methods by a significant margin on increasing IoU thresholds (IoU > 0.5).
This paper presents a novel architecture for simultaneous estimation of highly accurate optical flows and rigid scene transformations for difficult scenarios where the brightness assumption is violated by strong shading changes. In the case of rotating objects or moving light sources, such as those encountered for driving cars in the dark, the scene appearance often changes significantly from one view to the next. Unfortunately, standard methods for calculating optical flows or poses are based on the expectation that the appearance of features in the scene remain constant between views. These methods may fail frequently in the investigated cases. The presented method fuses texture and geometry information by combining image, vertex and normal data to compute an illumination-invariant optical flow. By using a coarse-to-fine strategy, globally anchored optical flows are learned, reducing the impact of erroneous shading-based pseudo-correspondences. Based on the learned optical flows, a second architecture is proposed that predicts robust rigid transformations from the warped vertex and normal maps. Particular attention is payed to situations with strong rotations, which often cause such shading changes. Therefore a 3-step procedure is proposed that profitably exploits correlations between the normals and vertices. The method has been evaluated on a newly created dataset containing both synthetic and real data with strong rotations and shading effects. This data represents the typical use case in 3D reconstruction, where the object often rotates in large steps between the partial reconstructions. Additionally, we apply the method to the well-known Kitti Odometry dataset. Even if, due to fulfillment of the brighness assumption, this is not the typical use case of the method, the applicability to standard situations and the relation to other methods is therefore established.
This paper demonstrates a visual SLAM system that utilizes point and line cloud for robust camera localization, simultaneously, with an embedded piece-wise planar reconstruction (PPR) module which in all provides a structural map. To build a scale consistent map in parallel with tracking, such as employing a single camera brings the challenge of reconstructing geometric primitives with scale ambiguity, and further introduces the difficulty in graph optimization of bundle adjustment (BA). We address these problems by proposing several run-time optimizations on the reconstructed lines and planes. The system is then extended with depth and stereo sensors based on the design of the monocular framework. The results show that our proposed SLAM tightly incorporates the semantic features to boost both frontend tracking as well as backend optimization. We evaluate our system exhaustively on various datasets, and open-source our code for the community (https://github.com/PeterFWS/Structure-PLP-SLAM).
Natural user interfaces are on the rise. Manufacturers for Augmented, Virtual, and Mixed Reality head mounted displays are increasingly integrating new sensors into their consumer grade products, allowing gesture recognition without additional hardware. This offers new possibilities for bare handed interaction within virtual environments. This work proposes a hand gesture authoring tool for object specific grab gestures allowing virtual objects to be grabbed as in the real world. The presented solution uses template matching for gesture recognition and requires no technical knowledge to design and create custom tailored hand gestures. In a user study, the proposed approach is compared with the pinch gesture and the controller for grasping virtual objects. The different grasping techniques are compared in terms of accuracy, task completion time, usability, and naturalness. The study showed that gestures created with the proposed approach are perceived by users as a more natural input modality than the others.
In recent years, deep neural networks showed their exceeding capabilities in addressing many computer vision tasks including scene flow prediction. However, most of the advances are dependent on the availability of a vast amount of dense per pixel ground truth annotations, which are very difficult to obtain for real life scenarios. Therefore, synthetic data is often relied upon for supervision, resulting in a representation gap between the training and test data. Even though a great quantity of unlabeled real world data is available, there is a huge lack in self-supervised methods for scene flow prediction. Hence, we explore the extension of a self-supervised loss based on the Census transform and occlusion-aware bidirectional displacements for the problem of scene flow prediction. Regarding the KITTI scene flow benchmark, our method outperforms the corresponding supervised pre-training of the same network and shows improved generalization capabilities while achieving much faster convergence.
Locomotion in Virtual Reality (VR) is an important part of VR applications. Many scientists are enriching the community with different variations that enable locomotion in VR. Some of the most promising methods are gesture-based and do not require additional handheld hardware. Recent work focused mostly on user preference and performance of the different locomotion techniques. This ignores the learning effect that users go through while new methods are being explored. In this work, it is investigated whether and how quickly users can adapt to a hand gesture-based locomotion system in VR. Four different locomotion techniques are implemented and tested by participants. The goal of this paper is twofold: First, it aims to encourage researchers to consider the learning effect in their studies. Second, this study aims to provide insight into the learning effect of users in gesture-based systems.
Depth completion involves recovering a dense depth map from a sparse map and an RGB image. Recent approaches focus on utilizing color images as guidance images to recover depth at invalid pixels. However, color images alone are not enough to provide the necessary semantic understanding of the scene. Consequently, the depth completion task suffers from sudden illumination changes in RGB images (e.g., shadows). In this paper, we propose a novel three-branch backbone comprising color-guided, semantic-guided, and depth-guided branches. Specifically, the color-guided branch takes a sparse depth map and RGB image as an input and generates color depth which includes color cues (e.g., object boundaries) of the scene. The predicted dense depth map of color-guided branch along-with semantic image and sparse depth map is passed as input to semantic-guided branch for estimating semantic depth. The depth-guided branch takes sparse, color, and semantic depths to generate the dense depth map. The color depth, semantic depth, and guided depth are adaptively fused to produce the output of our proposed three-branch backbone. In addition, we also propose to apply semantic-aware multi-modal attention-based fusion block (SAMMAFB) to fuse features between all three branches. We further use CSPN++ with Atrous convolutions to refine the dense depth map produced by our three-branch backbone. Extensive experiments show that our model achieves state-of-the-art performance in the KITTI depth completion benchmark at the time of submission.