Developing a safe, stable, and efficient obstacle avoidance policy in crowded and narrow scenarios for multiple robots is challenging. Most existing studies either use centralized control or need communication with other robots. In this paper, we propose a novel logarithmic map-based deep reinforcement learning method for obstacle avoidance in complex and communication-free multi-robot scenarios. In particular, our method converts laser information into a logarithmic map. As a step toward improving training speed and generalization performance, our policies will be trained in two specially designed multi-robot scenarios. Compared to other methods, the logarithmic map can represent obstacles more accurately and improve the success rate of obstacle avoidance. We finally evaluate our approach under a variety of simulation and real-world scenarios. The results show that our method provides a more stable and effective navigation solution for robots in complex multi-robot scenarios and pedestrian scenarios. Videos are available at https://youtu.be/r0EsUXe6MZE.
Despite significant progress made in the past few years, challenges remain for depth estimation using a single monocular image. First, it is nontrivial to train a metric-depth prediction model that can generalize well to diverse scenes mainly due to limited training data. Thus, researchers have built large-scale relative depth datasets that are much easier to collect. However, existing relative depth estimation models often fail to recover accurate 3D scene shapes due to the unknown depth shift caused by training with the relative depth data. We tackle this problem here and attempt to estimate accurate scene shapes by training on large-scale relative depth data, and estimating the depth shift. To do so, we propose a two-stage framework that first predicts depth up to an unknown scale and shift from a single monocular image, and then exploits 3D point cloud data to predict the depth shift and the camera's focal length that allow us to recover 3D scene shapes. As the two modules are trained separately, we do not need strictly paired training data. In addition, we propose an image-level normalized regression loss and a normal-based geometry loss to improve training with relative depth annotation. We test our depth model on nine unseen datasets and achieve state-of-the-art performance on zero-shot evaluation. Code is available at: https://git.io/Depth
We develop an approach for text-to-image generation that embraces additional retrieval images, driven by a combination of implicit visual guidance loss and generative objectives. Unlike most existing text-to-image generation methods which merely take the text as input, our method dynamically feeds cross-modal search results into a unified training stage, hence improving the quality, controllability and diversity of generation results. We propose a novel hypernetwork modulated visual-text encoding scheme to predict the weight update of the encoding layer, enabling effective transfer from visual information (e.g. layout, content) into the corresponding latent domain. Experimental results show that our model guided with additional retrieval visual data outperforms existing GAN-based models. On COCO dataset, we achieve better FID of $9.13$ with up to $3.5 \times$ fewer generator parameters, compared with the state-of-the-art method.
Temporal consistency is the key challenge of video depth estimation. Previous works are based on additional optical flow or camera poses, which is time-consuming. By contrast, we derive consistency with less information. Since videos inherently exist with heavy temporal redundancy, a missing frame could be recovered from neighboring ones. Inspired by this, we propose the frame masking network (FMNet), a spatial-temporal transformer network predicting the depth of masked frames based on their neighboring frames. By reconstructing masked temporal features, the FMNet can learn intrinsic inter-frame correlations, which leads to consistency. Compared with prior arts, experimental results demonstrate that our approach achieves comparable spatial accuracy and higher temporal consistency without any additional information. Our work provides a new perspective on consistent video depth estimation.
Existing depth completion methods are often targeted at a specific sparse depth type, and generalize poorly across task domains. We present a method to complete sparse/semi-dense, noisy, and potentially low-resolution depth maps obtained by various range sensors, including those in modern mobile phones, or by multi-view reconstruction algorithms. Our method leverages a data driven prior in the form of a single image depth prediction network trained on large-scale datasets, the output of which is used as an input to our model. We propose an effective training scheme where we simulate various sparsity patterns in typical task domains. In addition, we design two new benchmarks to evaluate the generalizability and the robustness of depth completion methods. Our simple method shows superior cross-domain generalization ability against state-of-the-art depth completion methods, introducing a practical solution to high quality depth capture on a mobile device. Code is available at: https://github.com/YvanYin/FillDepth.
Partial occlusion effects are a phenomenon that blurry objects near a camera are semi-transparent, resulting in partial appearance of occluded background. However, it is challenging for existing bokeh rendering methods to simulate realistic partial occlusion effects due to the missing information of the occluded area in an all-in-focus image. Inspired by the learnable 3D scene representation, Multiplane Image (MPI), we attempt to address the partial occlusion by introducing a novel MPI-based high-resolution bokeh rendering framework, termed MPIB. To this end, we first present an analysis on how to apply the MPI representation to bokeh rendering. Based on this analysis, we propose an MPI representation module combined with a background inpainting module to implement high-resolution scene representation. This representation can then be reused to render various bokeh effects according to the controlling parameters. To train and test our model, we also design a ray-tracing-based bokeh generator for data generation. Extensive experiments on synthesized and real-world images validate the effectiveness and flexibility of this framework.
Shadows are essential for realistic image compositing. Physics-based shadow rendering methods require 3D geometries, which are not always available. Deep learning-based shadow synthesis methods learn a mapping from the light information to an object's shadow without explicitly modeling the shadow geometry. Still, they lack control and are prone to visual artifacts. We introduce pixel heigh, a novel geometry representation that encodes the correlations between objects, ground, and camera pose. The pixel height can be calculated from 3D geometries, manually annotated on 2D images, and can also be predicted from a single-view RGB image by a supervised approach. It can be used to calculate hard shadows in a 2D image based on the projective geometry, providing precise control of the shadows' direction and shape. Furthermore, we propose a data-driven soft shadow generator to apply softness to a hard shadow based on a softness input parameter. Qualitative and quantitative evaluations demonstrate that the proposed pixel height significantly improves the quality of the shadow generation while allowing for controllability.
We study the backward compatible problem for person re-identification (Re-ID), which aims to constrain the features of an updated new model to be comparable with the existing features from the old model in galleries. Most of the existing works adopt distillation-based methods, which focus on pushing new features to imitate the distribution of the old ones. However, the distillation-based methods are intrinsically sub-optimal since it forces the new feature space to imitate the inferior old feature space. To address this issue, we propose the Ranking-based Backward Compatible Learning (RBCL), which directly optimizes the ranking metric between new features and old features. Different from previous methods, RBCL only pushes the new features to find best-ranking positions in the old feature space instead of strictly alignment, and is in line with the ultimate goal of backward retrieval. However, the sharp sigmoid function used to make the ranking metric differentiable also incurs the gradient vanish issue, therefore stems the ranking refinement during the later period of training. To address this issue, we propose the Dynamic Gradient Reactivation (DGR), which can reactivate the suppressed gradients by adding dynamic computed constant during forward step. To further help targeting the best-ranking positions, we include the Neighbor Context Agents (NCAs) to approximate the entire old feature space during training. Unlike previous works which only test on the in-domain settings, we make the first attempt to introduce the cross-domain settings (including both supervised and unsupervised), which are more meaningful and difficult. The experimental results on all five settings show that the proposed RBCL outperforms previous state-of-the-art methods by large margins under all settings.
We propose BokehMe, a hybrid bokeh rendering framework that marries a neural renderer with a classical physically motivated renderer. Given a single image and a potentially imperfect disparity map, BokehMe generates high-resolution photo-realistic bokeh effects with adjustable blur size, focal plane, and aperture shape. To this end, we analyze the errors from the classical scattering-based method and derive a formulation to calculate an error map. Based on this formulation, we implement the classical renderer by a scattering-based method and propose a two-stage neural renderer to fix the erroneous areas from the classical renderer. The neural renderer employs a dynamic multi-scale scheme to efficiently handle arbitrary blur sizes, and it is trained to handle imperfect disparity input. Experiments show that our method compares favorably against previous methods on both synthetic image data and real image data with predicted disparity. A user study is further conducted to validate the advantage of our method.
Depth maps are used in a wide range of applications from 3D rendering to 2D image effects such as Bokeh. However, those predicted by single image depth estimation (SIDE) models often fail to capture isolated holes in objects and/or have inaccurate boundary regions. Meanwhile, high-quality masks are much easier to obtain, using commercial auto-masking tools or off-the-shelf methods of segmentation and matting or even by manual editing. Hence, in this paper, we formulate a novel problem of mask-guided depth refinement that utilizes a generic mask to refine the depth prediction of SIDE models. Our framework performs layered refinement and inpainting/outpainting, decomposing the depth map into two separate layers signified by the mask and the inverse mask. As datasets with both depth and mask annotations are scarce, we propose a self-supervised learning scheme that uses arbitrary masks and RGB-D datasets. We empirically show that our method is robust to different types of masks and initial depth predictions, accurately refining depth values in inner and outer mask boundary regions. We further analyze our model with an ablation study and demonstrate results on real applications. More information can be found at https://sooyekim.github.io/MaskDepth/ .