Few-shot object detection (FSOD) has garnered significant research attention in the field of remote sensing due to its ability to reduce the dependency on large amounts of annotated data. However, two challenges persist in this area: (1) axis-aligned proposals, which can result in misalignment for arbitrarily oriented objects, and (2) the scarcity of annotated data still limits the performance for unseen object categories. To address these issues, we propose a novel FSOD method for remote sensing images called Few-shot Oriented object detection with Memorable Contrastive learning (FOMC). Specifically, we employ oriented bounding boxes instead of traditional horizontal bounding boxes to learn a better feature representation for arbitrary-oriented aerial objects, leading to enhanced detection performance. To the best of our knowledge, we are the first to address oriented object detection in the few-shot setting for remote sensing images. To address the challenging issue of object misclassification, we introduce a supervised contrastive learning module with a dynamically updated memory bank. This module enables the use of large batches of negative samples and enhances the model's capability to learn discriminative features for unseen classes. We conduct comprehensive experiments on the DOTA and HRSC2016 datasets, and our model achieves state-of-the-art performance on the few-shot oriented object detection task. Code and pretrained models will be released.
While large vision-language models (LVLMs) have demonstrated impressive capabilities in interpreting multi-modal contexts, they invariably suffer from object hallucinations (OH). We introduce HALC, a novel decoding algorithm designed to mitigate OH in LVLMs. HALC leverages distinct fine-grained optimal visual information in vision-language tasks and operates on both local and global contexts simultaneously. Specifically, HALC integrates a robust auto-focal grounding mechanism (locally) to correct hallucinated tokens on the fly, and a specialized beam search algorithm (globally) to significantly reduce OH while preserving text generation quality. Additionally, HALC can be integrated into any LVLMs as a plug-and-play module without extra training. Extensive experimental studies demonstrate the effectiveness of HALC in reducing OH, outperforming state-of-the-arts across four benchmarks.
Adversarial camouflage is a widely used physical attack against vehicle detectors for its superiority in multi-view attack performance. One promising approach involves using differentiable neural renderers to facilitate adversarial camouflage optimization through gradient back-propagation. However, existing methods often struggle to capture environmental characteristics during the rendering process or produce adversarial textures that can precisely map to the target vehicle, resulting in suboptimal attack performance. Moreover, these approaches neglect diverse weather conditions, reducing the efficacy of generated camouflage across varying weather scenarios. To tackle these challenges, we propose a robust and accurate camouflage generation method, namely RAUCA. The core of RAUCA is a novel neural rendering component, Neural Renderer Plus (NRP), which can accurately project vehicle textures and render images with environmental characteristics such as lighting and weather. In addition, we integrate a multi-weather dataset for camouflage generation, leveraging the NRP to enhance the attack robustness. Experimental results on six popular object detectors show that RAUCA consistently outperforms existing methods in both simulation and real-world settings.
Human lives in a 3D world and commonly uses natural language to interact with a 3D scene. Modeling a 3D language field to support open-ended language queries in 3D has gained increasing attention recently. This paper introduces LangSplat, which constructs a 3D language field that enables precise and efficient open-vocabulary querying within 3D spaces. Unlike existing methods that ground CLIP language embeddings in a NeRF model, LangSplat advances the field by utilizing a collection of 3D Gaussians, each encoding language features distilled from CLIP, to represent the language field. By employing a tile-based splatting technique for rendering language features, we circumvent the costly rendering process inherent in NeRF. Instead of directly learning CLIP embeddings, LangSplat first trains a scene-wise language autoencoder and then learns language features on the scene-specific latent space, thereby alleviating substantial memory demands imposed by explicit modeling. Existing methods struggle with imprecise and vague 3D language fields, which fail to discern clear boundaries between objects. We delve into this issue and propose to learn hierarchical semantics using SAM, thereby eliminating the need for extensively querying the language field across various scales and the regularization of DINO features. Extensive experiments on open-vocabulary 3D object localization and semantic segmentation demonstrate that LangSplat significantly outperforms the previous state-of-the-art method LERF by a large margin. Notably, LangSplat is extremely efficient, achieving a {\speed} $\times$ speedup compared to LERF at the resolution of 1440 $\times$ 1080. We strongly recommend readers to check out our video results at https://langsplat.github.io
The field of unsupervised machine translation has seen significant advancement from the marriage of the Transformer and the back-translation algorithm. The Transformer is a powerful generative model, and back-translation leverages Transformer's high-quality translations for iterative self-improvement. However, the Transformer is encumbered by the run-time of autoregressive inference during back-translation, and back-translation is limited by a lack of synthetic data efficiency. We propose a two-for-one improvement to Transformer back-translation: Quick Back-Translation (QBT). QBT re-purposes the encoder as a generative model, and uses encoder-generated sequences to train the decoder in conjunction with the original autoregressive back-translation step, improving data throughput and utilization. Experiments on various WMT benchmarks demonstrate that a relatively small number of refining steps of QBT improve current unsupervised machine translation models, and that QBT dramatically outperforms standard back-translation only method in terms of training efficiency for comparable translation qualities.
There has been a growing interest in developing multimodal machine translation (MMT) systems that enhance neural machine translation (NMT) with visual knowledge. This problem setup involves using images as auxiliary information during training, and more recently, eliminating their use during inference. Towards this end, previous works face a challenge in training powerful MMT models from scratch due to the scarcity of annotated multilingual vision-language data, especially for low-resource languages. Simultaneously, there has been an influx of multilingual pre-trained models for NMT and multimodal pre-trained models for vision-language tasks, primarily in English, which have shown exceptional generalisation ability. However, these are not directly applicable to MMT since they do not provide aligned multimodal multilingual features for generative tasks. To alleviate this issue, instead of designing complex modules for MMT, we propose CLIPTrans, which simply adapts the independently pre-trained multimodal M-CLIP and the multilingual mBART. In order to align their embedding spaces, mBART is conditioned on the M-CLIP features by a prefix sequence generated through a lightweight mapping network. We train this in a two-stage pipeline which warms up the model with image captioning before the actual translation task. Through experiments, we demonstrate the merits of this framework and consequently push forward the state-of-the-art across standard benchmarks by an average of +2.67 BLEU. The code can be found at www.github.com/devaansh100/CLIPTrans.
Style transfer of 3D faces has gained more and more attention. However, previous methods mainly use images of artistic faces for style transfer while ignoring arbitrary style images such as abstract paintings. To solve this problem, we propose a novel method, namely Face-guided Dual Style Transfer (FDST). To begin with, FDST employs a 3D decoupling module to separate facial geometry and texture. Then we propose a style fusion strategy for facial geometry. Subsequently, we design an optimization-based DDSG mechanism for textures that can guide the style transfer by two style images. Besides the normal style image input, DDSG can utilize the original face input as another style input as the face prior. By this means, high-quality face arbitrary style transfer results can be obtained. Furthermore, FDST can be applied in many downstream tasks, including region-controllable style transfer, high-fidelity face texture reconstruction, large-pose face reconstruction, and artistic face reconstruction. Comprehensive quantitative and qualitative results show that our method can achieve comparable performance. All source codes and pre-trained weights will be released to the public.
Disentangled representation learning remains challenging as ground truth factors of variation do not naturally exist. To address this, we present Vocabulary Disentanglement Retrieval~(VDR), a simple yet effective retrieval-based disentanglement framework that leverages nature language as distant supervision. Our approach is built upon the widely-used bi-encoder architecture with disentanglement heads and is trained on data-text pairs that are readily available on the web or in existing datasets. This makes our approach task- and modality-agnostic with potential for a wide range of downstream applications. We conduct experiments on 16 datasets in both text-to-text and cross-modal scenarios and evaluate VDR in a zero-shot setting. With the incorporation of disentanglement heads and a minor increase in parameters, VDR achieves significant improvements over the base retriever it is built upon, with a 9% higher on NDCG@10 scores in zero-shot text-to-text retrieval and an average of 13% higher recall in cross-modal retrieval. In comparison to other baselines, VDR outperforms them in most tasks, while also improving explainability and efficiency.
Evaluation in machine learning is usually informed by past choices, for example which datasets or metrics to use. This standardization enables the comparison on equal footing using leaderboards, but the evaluation choices become sub-optimal as better alternatives arise. This problem is especially pertinent in natural language generation which requires ever-improving suites of datasets, metrics, and human evaluation to make definitive claims. To make following best model evaluation practices easier, we introduce GEMv2. The new version of the Generation, Evaluation, and Metrics Benchmark introduces a modular infrastructure for dataset, model, and metric developers to benefit from each others work. GEMv2 supports 40 documented datasets in 51 languages. Models for all datasets can be evaluated online and our interactive data card creation and rendering tools make it easier to add new datasets to the living benchmark.