Recently, researchers proposed various low-precision gradient compression, for efficient communication in large-scale distributed optimization. Based on these work, we try to reduce the communication complexity from a new direction. We pursue an ideal bijective mapping between two spaces of gradient distribution, so that the mapped gradient carries greater information entropy after the compression. In our setting, all servers should share a reference gradient in advance, and they communicate via the normalized gradients, which are the subtraction or quotient, between current gradients and the reference. To obtain a reference vector that yields a stronger signal-to-noise ratio, dynamically in each iteration, we extract and fuse information from the past trajectory in hindsight, and search for an optimal reference for compression. We name this to be the trajectory-based normalized gradients (TNG). It bridges the research from different societies, like coding, optimization, systems, and learning. It is easy to implement and can universally combine with existing algorithms. Our experiments on benchmarking hard non-convex functions, convex problems like logistic regression demonstrate that TNG is more compression-efficient for communication of distributed optimization of general functions.
We present a system for learning motion of independently moving objects from stereo videos. The only human annotation used in our system are 2D object bounding boxes which introduce the notion of objects to our system. Unlike prior learning based work which has focused on predicting dense pixel-wise optical flow field and/or a depth map for each image, we propose to predict object instance specific 3D scene flow maps and instance masks from which we are able to derive the motion direction and speed for each object instance. Our network takes the 3D geometry of the problem into account which allows it to correlate the input images. We present experiments evaluating the accuracy of our 3D flow vectors, as well as depth maps and projected 2D optical flow where our jointly learned system outperforms earlier approaches trained for each task independently.
One of the ultimate promises of computer vision is to help robotic agents perform active tasks, like delivering packages or doing household chores. However, the conventional approach to solving "vision" is to define a set of offline recognition problems (e.g. object detection) and solve those first. This approach faces a challenge from the recent rise of Deep Reinforcement Learning frameworks that learn active tasks from scratch using images as input. This poses a set of fundamental questions: what is the role of computer vision if everything can be learned from scratch? Could intermediate vision tasks actually be useful for performing arbitrary downstream active tasks? We show that proper use of mid-level perception confers significant advantages over training from scratch. We implement a perception module as a set of mid-level visual representations and demonstrate that learning active tasks with mid-level features is significantly more sample-efficient than scratch and able to generalize in situations where the from-scratch approach fails. However, we show that realizing these gains requires careful selection of the particular mid-level features for each downstream task. Finally, we put forth a simple and efficient perception module based on the results of our study, which can be adopted as a rather generic perception module for active frameworks.
Unconditional image generation has recently been dominated by generative adversarial networks (GANs). GAN methods train a generator which regresses images from random noise vectors, as well as a discriminator that attempts to differentiate between the generated images and a training set of real images. GANs have shown amazing results at generating realistic looking images. Despite their success, GANs suffer from critical drawbacks including: unstable training and mode-dropping. The weaknesses in GANs have motivated research into alternatives including: variational auto-encoders (VAEs), latent embedding learning methods (e.g. GLO) and nearest-neighbor based implicit maximum likelihood estimation (IMLE). Unfortunately at the moment, GANs still significantly outperform the alternative methods for image generation. In this work, we present a novel method - Generative Latent Nearest Neighbors (GLANN) - for training generative models without adversarial training. GLANN combines the strengths of IMLE and GLO in a way that overcomes the main drawbacks of each method. Consequently, GLANN generates images that are far better than GLO and IMLE. Our method does not suffer from mode collapse which plagues GAN training and is much more stable. Qualitative results show that GLANN outperforms a baseline consisting of 800 GANs and VAEs on commonly used datasets. Our models are also shown to be effective for training truly non-adversarial unsupervised image translation.
We present SlowFast networks for video recognition. Our model involves (i) a Slow pathway, operating at low frame rate, to capture spatial semantics, and (ii) a Fast pathway, operating at high frame rate, to capture motion at fine temporal resolution. The Fast pathway can be made very lightweight by reducing its channel capacity, yet can learn useful temporal information for video recognition. Our models achieve strong performance for both action classification and detection in video, and large improvements are pin-pointed as contributions by our SlowFast concept. We report 79.0% accuracy on the Kinetics dataset without using any pre-training, largely surpassing the previous best results of this kind. On AVA action detection we achieve a new state-of-the-art of 28.3 mAP. Code will be made publicly available.
From an image of a person in action, we can easily guess the 3D motion of the person in the immediate past and future. This is because we have a mental model of 3D human dynamics that we have acquired from observing visual sequences of humans in motion. We present a framework that can similarly learn a representation of 3D dynamics of humans from video via a simple but effective temporal encoding of image features. At test time, from video, the learned temporal representation can recover smooth 3D mesh predictions. From a single image, our model can recover the current 3D mesh as well as its 3D past and future motion. Our approach is designed so it can learn from videos with 2D pose annotations in a semi-supervised manner. However, annotated data is always limited. On the other hand, there are millions of videos uploaded daily on the Internet. In this work, we harvest this Internet-scale source of unlabeled data by training our model on them with pseudo-ground truth 2D pose obtained from an off-the-shelf 2D pose detector. Our experiments show that adding more videos with pseudo-ground truth 2D pose monotonically improves 3D prediction performance. We evaluate our model on the recent challenging dataset of 3D Poses in the Wild and obtain state-of-the-art performance on the 3D prediction task without any fine-tuning. The project website with video can be found at https://akanazawa.github.io/human_dynamics/.
Humans routinely retrace paths in a novel environment both forwards and backwards despite uncertainty in their motion. This paper presents an approach for doing so. Given a demonstration of a path, a first network generates a path abstraction. Equipped with this abstraction, a second network observes the world and decides how to act to retrace the path under noisy actuation and a changing environment. The two networks are optimized end-to-end at training time. We evaluate the method in two realistic simulators, performing path following and homing under actuation noise and environmental changes. Our experiments show that our approach outperforms classical approaches and other learning based baselines.
Modern computer vision algorithms often rely on very large training datasets. However, it is conceivable that a carefully selected subsample of the dataset is sufficient for training. In this paper, we propose a gradient-based importance measure that we use to empirically analyze relative importance of training images in four datasets of varying complexity. We find that in some cases, a small subsample is indeed sufficient for training. For other datasets, however, the relative differences in importance are negligible. These results have important implications for active learning on deep networks. Additionally, our analysis method can be used as a general tool to better understand diversity of training examples in datasets.
Generative adversarial nets (GANs) have generated a lot of excitement. Despite their popularity, they exhibit a number of well-documented issues in practice, which apparently contradict theoretical guarantees. A number of enlightening papers have pointed out that these issues arise from unjustified assumptions that are commonly made, but the message seems to have been lost amid the optimism of recent years. We believe the identified problems deserve more attention, and highlight the implications on both the properties of GANs and the trajectory of research on probabilistic models. We recently proposed an alternative method that sidesteps these problems.
Most existing methods for conditional image synthesis are only able to generate a single plausible image for any given input, or at best a fixed number of plausible images. In this paper, we focus on the problem of generating images from semantic segmentation maps and present a simple new method that can generate an arbitrary number of images with diverse appearance for the same semantic layout. Unlike most existing approaches which adopt the GAN framework, our method is based on the recently introduced Implicit Maximum Likelihood Estimation framework. Compared to the leading approach, our method is able to generate more diverse images while producing fewer artifacts despite using the same architecture. The learned latent space also has sensible structure despite the lack of supervision that encourages such behaviour.