We consider the problem of Human-Object Interaction (HOI) Detection, which aims to locate and recognize HOI instances in the form of <human, action, object> in images. Most existing works treat HOIs as individual interaction categories, thus can not handle the problem of long-tail distribution and polysemy of action labels. We argue that multi-level consistencies among objects, actions and interactions are strong cues for generating semantic representations of rare or previously unseen HOIs. Leveraging the compositional and relational peculiarities of HOI labels, we propose ConsNet, a knowledge-aware framework that explicitly encodes the relations among objects, actions and interactions into an undirected graph called consistency graph, and exploits Graph Attention Networks (GATs) to propagate knowledge among HOI categories as well as their constituents. Our model takes visual features of candidate human-object pairs and word embeddings of HOI labels as inputs, maps them into visual-semantic joint embedding space and obtains detection results by measuring their similarities. We extensively evaluate our model on the challenging V-COCO and HICO-DET datasets, and results validate that our approach outperforms state-of-the-arts under both fully-supervised and zero-shot settings.
Despite the previous success of object analysis, detecting and segmenting a large number of object categories with a long-tailed data distribution remains a challenging problem and is less investigated. For a large-vocabulary classifier, the chance of obtaining noisy logits is much higher, which can easily lead to a wrong recognition. In this paper, we exploit prior knowledge of the relations among object categories to cluster fine-grained classes into coarser parent classes, and construct a classification tree that is responsible for parsing an object instance into a fine-grained category via its parent class. In the classification tree, as the number of parent class nodes are significantly less, their logits are less noisy and can be utilized to suppress the wrong/noisy logits existed in the fine-grained class nodes. As the way to construct the parent class is not unique, we further build multiple trees to form a classification forest where each tree contributes its vote to the fine-grained classification. To alleviate the imbalanced learning caused by the long-tail phenomena, we propose a simple yet effective resampling method, NMS Resampling, to re-balance the data distribution. Our method, termed as Forest R-CNN, can serve as a plug-and-play module being applied to most object recognition models for recognizing more than 1000 categories. Extensive experiments are performed on the large vocabulary dataset LVIS. Compared with the Mask R-CNN baseline, the Forest R-CNN significantly boosts the performance with 11.5% and 3.9% AP improvements on the rare categories and overall categories, respectively. Moreover, we achieve state-of-the-art results on the LVIS dataset. Code is available at https://github.com/JialianW/Forest_RCNN.
Monotone submodular maximization with a knapsack constraint is NP-hard. Various approximation algorithms have been devised to address this optimization problem. In this paper, we revisit the widely known modified greedy algorithm. First, we show that this algorithm can achieve an approximation factor of $0.405$, which significantly improves the known factor of $0.357$ given by Wolsey or $(1-1/\mathrm{e})/2\approx 0.316$ given by Khuller et al. More importantly, our analysis uncovers a gap in Khuller et al.'s proof for the extensively mentioned approximation factor of $(1-1/\sqrt{\mathrm{e}})\approx 0.393$ in the literature to clarify a long time of misunderstanding on this issue. Second, we enhance the modified greedy algorithm to derive a data-dependent upper bound on the optimum. We empirically demonstrate the tightness of our upper bound with a real-world application. The bound enables us to obtain a data-dependent ratio typically much higher than $0.405$ between the solution value of the modified greedy algorithm and the optimum. It can also be used to significantly improve the efficiency of algorithms such as branch and bound.
Learning on 3D scene-based point cloud has received extensive attention as its promising application in many fields, and well-annotated and multisource datasets can catalyze the development of those data-driven approaches. To facilitate the research of this area, we present a richly-annotated 3D point cloud dataset for multiple outdoor scene understanding tasks and also an effective learning framework for its hierarchical segmentation task. The dataset was generated via the photogrammetric processing on unmanned aerial vehicle (UAV) images of the National University of Singapore (NUS) campus, and has been point-wisely annotated with both hierarchical and instance-based labels. Based on it, we formulate a hierarchical learning problem for 3D point cloud segmentation and propose a measurement evaluating consistency across various hierarchies. To solve this problem, a two-stage method including multi-task (MT) learning and hierarchical ensemble (HE) with consistency consideration is proposed. Experimental results demonstrate the superiority of the proposed method and potential advantages of our hierarchical annotations. In addition, we benchmark results of semantic and instance segmentation, which is accessible online at https://3d.dataset.site with the dataset and all source codes.
Deep hashing has shown promising results in image retrieval and recognition. Despite its success, most existing deep hashing approaches are rather similar: either multi-layer perceptron or CNN is applied to extract image feature, followed by different binarization activation functions such as sigmoid, tanh or autoencoder to generate binary code. In this work, we introduce a novel decision-making approach for deep supervised hashing. We formulate the hashing problem as travelling across the vertices in the binary code space, and learn a deep Q-network with a novel label embedding reward defined by Bose-Chaudhuri-Hocquenghem (BCH) codes to explore the best path. Extensive experiments and analysis on the CIFAR-10 and NUS-WIDE dataset show that our approach outperforms state-of-the-art supervised hashing methods under various code lengths.
Generating long-range skeleton-based human actions has been a challenging problem since small deviations of one frame can cause a malformed action sequence. Most existing methods borrow ideas from video generation, which naively treat skeleton nodes/joints as pixels of images without considering the rich inter-frame and intra-frame structure information, leading to potential distorted actions. Graph convolutional networks (GCNs) is a promising way to leverage structure information to learn structure representations. However, directly adopting GCNs to tackle such continuous action sequences both in spatial and temporal spaces is challenging as the action graph could be huge. To overcome this issue, we propose a variant of GCNs to leverage the powerful self-attention mechanism to adaptively sparsify a complete action graph in the temporal space. Our method could dynamically attend to important past frames and construct a sparse graph to apply in the GCN framework, well-capturing the structure information in action sequences. Extensive experimental results demonstrate the superiority of our method on two standard human action datasets compared with existing methods.
Motivated by the previous success of Two-Dimensional Convolutional Neural Network (2D CNN) on image recognition, researchers endeavor to leverage it to characterize videos. However, one limitation of applying 2D CNN to analyze videos is that different frames of a video share the same 2D CNN kernels, which may result in repeated and redundant information utilization, especially in the spatial semantics extraction process, hence neglecting the critical variations among frames. In this paper, we attempt to tackle this issue through two ways. 1) Design a sequential channel filtering mechanism, i.e., Progressive Enhancement Module (PEM), to excite the discriminative channels of features from different frames step by step, and thus avoid repeated information extraction. 2) Create a Temporal Diversity Loss (TD Loss) to force the kernels to concentrate on and capture the variations among frames rather than the image regions with similar appearance. Our method is evaluated on benchmark temporal reasoning datasets Something-Something V1 and V2, and it achieves visible improvements over the best competitor by 2.4% and 1.3%, respectively. Besides, performance improvements over the 2D-CNN-based state-of-the-arts on the large-scale dataset Kinetics are also witnessed.
Accurate 3D reconstruction of the hand and object shape from a hand-object image is important for understanding human-object interaction as well as human daily activities. Different from bare hand pose estimation, hand-object interaction poses a strong constraint on both the hand and its manipulated object, which suggests that hand configuration may be crucial contextual information for the object, and vice versa. However, current approaches address this task by training a two-branch network to reconstruct the hand and object separately with little communication between the two branches. In this work, we propose to consider hand and object jointly in feature space and explore the reciprocity of the two branches. We extensively investigate cross-branch feature fusion architectures with MLP or LSTM units. Among the investigated architectures, a variant with LSTM units that enhances object feature with hand feature shows the best performance gain. Moreover, we employ an auxiliary depth estimation module to augment the input RGB image with the estimated depth map, which further improves the reconstruction accuracy. Experiments conducted on public datasets demonstrate that our approach significantly outperforms existing approaches in terms of the reconstruction accuracy of objects.
Skeleton-based action recognition has attracted increasing attention due to its strong adaptability to dynamic circumstances and potential for broad applications such as autonomous and anonymous surveillance. With the help of deep learning techniques, it has also witnessed substantial progress and currently achieved around 90\% accuracy in benign environment. On the other hand, research on the vulnerability of skeleton-based action recognition under different adversarial settings remains scant, which may raise security concerns about deploying such techniques into real-world systems. However, filling this research gap is challenging due to the unique physical constraints of skeletons and human actions. In this paper, we attempt to conduct a thorough study towards understanding the adversarial vulnerability of skeleton-based action recognition. We first formulate generation of adversarial skeleton actions as a constrained optimization problem by representing or approximating the physiological and physical constraints with mathematical formulations. Since the primal optimization problem with equality constraints is intractable, we propose to solve it by optimizing its unconstrained dual problem using ADMM. We then specify an efficient plug-in defense, inspired by recent theories and empirical observations, against the adversarial skeleton actions. Extensive evaluations demonstrate the effectiveness of the attack and defense method under different settings.