Abstract:Feedback is essential for learning a new skill or improving one's current skill-level. However, current methods for skill-assessment from video only provide scores or compare demonstrations, leaving the burden of knowing what to do differently on the user. We introduce a novel method to generate actionable feedback from video of a person doing a physical activity, such as basketball or soccer. Our method takes a video demonstration and its accompanying 3D body pose and generates (1) free-form expert commentary describing what the person is doing well and what they could improve, and (2) a visual expert demonstration that incorporates the required corrections. We show how to leverage Ego-Exo4D's videos of skilled activity and expert commentary together with a strong language model to create a weakly-supervised training dataset for this task, and we devise a multimodal video-language model to infer coaching feedback. Our method is able to reason across multi-modal input combinations to output full-spectrum, actionable coaching -- expert commentary, expert video retrieval, and the first-of-its-kind expert pose generation -- outperforming strong vision-language models on both established metrics and human preference studies.
Abstract:Generating realistic audio for human interactions is important for many applications, such as creating sound effects for films or virtual reality games. Existing approaches implicitly assume total correspondence between the video and audio during training, yet many sounds happen off-screen and have weak to no correspondence with the visuals -- resulting in uncontrolled ambient sounds or hallucinations at test time. We propose a novel ambient-aware audio generation model, AV-LDM. We devise a novel audio-conditioning mechanism to learn to disentangle foreground action sounds from the ambient background sounds in in-the-wild training videos. Given a novel silent video, our model uses retrieval-augmented generation to create audio that matches the visual content both semantically and temporally. We train and evaluate our model on two in-the-wild egocentric video datasets Ego4D and EPIC-KITCHENS. Our model outperforms an array of existing methods, allows controllable generation of the ambient sound, and even shows promise for generalizing to computer graphics game clips. Overall, our work is the first to focus video-to-audio generation faithfully on the observed visual content despite training from uncurated clips with natural background sounds.
Abstract:We study the problem of precisely swapping objects in videos, with a focus on those interacted with by hands, given one user-provided reference object image. Despite the great advancements that diffusion models have made in video editing recently, these models often fall short in handling the intricacies of hand-object interactions (HOI), failing to produce realistic edits -- especially when object swapping results in object shape or functionality changes. To bridge this gap, we present HOI-Swap, a novel diffusion-based video editing framework trained in a self-supervised manner. Designed in two stages, the first stage focuses on object swapping in a single frame with HOI awareness; the model learns to adjust the interaction patterns, such as the hand grasp, based on changes in the object's properties. The second stage extends the single-frame edit across the entire sequence; we achieve controllable motion alignment with the original video by: (1) warping a new sequence from the stage-I edited frame based on sampled motion points and (2) conditioning video generation on the warped sequence. Comprehensive qualitative and quantitative evaluations demonstrate that HOI-Swap significantly outperforms existing methods, delivering high-quality video edits with realistic HOIs.
Abstract:Sim2real transfer has received increasing attention lately due to the success of learning robotic tasks in simulation end-to-end. While there has been a lot of progress in transferring vision-based navigation policies, the existing sim2real strategy for audio-visual navigation performs data augmentation empirically without measuring the acoustic gap. The sound differs from light in that it spans across much wider frequencies and thus requires a different solution for sim2real. We propose the first treatment of sim2real for audio-visual navigation by disentangling it into acoustic field prediction (AFP) and waypoint navigation. We first validate our design choice in the SoundSpaces simulator and show improvement on the Continuous AudioGoal navigation benchmark. We then collect real-world data to measure the spectral difference between the simulation and the real world by training AFP models that only take a specific frequency subband as input. We further propose a frequency-adaptive strategy that intelligently selects the best frequency band for prediction based on both the measured spectral difference and the energy distribution of the received audio, which improves the performance on the real data. Lastly, we build a real robot platform and show that the transferred policy can successfully navigate to sounding objects. This work demonstrates the potential of building intelligent agents that can see, hear, and act entirely from simulation, and transferring them to the real world.
Abstract:An environment acoustic model represents how sound is transformed by the physical characteristics of an indoor environment, for any given source/receiver location. Traditional methods for constructing acoustic models involve expensive and time-consuming collection of large quantities of acoustic data at dense spatial locations in the space, or rely on privileged knowledge of scene geometry to intelligently select acoustic data sampling locations. We propose active acoustic sampling, a new task for efficiently building an environment acoustic model of an unmapped environment in which a mobile agent equipped with visual and acoustic sensors jointly constructs the environment acoustic model and the occupancy map on-the-fly. We introduce ActiveRIR, a reinforcement learning (RL) policy that leverages information from audio-visual sensor streams to guide agent navigation and determine optimal acoustic data sampling positions, yielding a high quality acoustic model of the environment from a minimal set of acoustic samples. We train our policy with a novel RL reward based on information gain in the environment acoustic model. Evaluating on diverse unseen indoor environments from a state-of-the-art acoustic simulation platform, ActiveRIR outperforms an array of methods--both traditional navigation agents based on spatial novelty and visual exploration as well as existing state-of-the-art methods.
Abstract:We propose a novel self-supervised embedding to learn how actions sound from narrated in-the-wild egocentric videos. Whereas existing methods rely on curated data with known audio-visual correspondence, our multimodal contrastive-consensus coding (MC3) embedding reinforces the associations between audio, language, and vision when all modality pairs agree, while diminishing those associations when any one pair does not. We show our approach can successfully discover how the long tail of human actions sound from egocentric video, outperforming an array of recent multimodal embedding techniques on two datasets (Ego4D and EPIC-Sounds) and multiple cross-modal tasks.
Abstract:We investigate exocentric-to-egocentric cross-view translation, which aims to generate a first-person (egocentric) view of an actor based on a video recording that captures the actor from a third-person (exocentric) perspective. To this end, we propose a generative framework called Exo2Ego that decouples the translation process into two stages: high-level structure transformation, which explicitly encourages cross-view correspondence between exocentric and egocentric views, and a diffusion-based pixel-level hallucination, which incorporates a hand layout prior to enhance the fidelity of the generated egocentric view. To pave the way for future advancements in this field, we curate a comprehensive exo-to-ego cross-view translation benchmark. It consists of a diverse collection of synchronized ego-exo tabletop activity video pairs sourced from three public datasets: H2O, Aria Pilot, and Assembly101. The experimental results validate that Exo2Ego delivers photorealistic video results with clear hand manipulation details and outperforms several baselines in terms of both synthesis quality and generalization ability to new actions.
Abstract:We introduce the video detours problem for navigating instructional videos. Given a source video and a natural language query asking to alter the how-to video's current path of execution in a certain way, the goal is to find a related ''detour video'' that satisfies the requested alteration. To address this challenge, we propose VidDetours, a novel video-language approach that learns to retrieve the targeted temporal segments from a large repository of how-to's using video-and-text conditioned queries. Furthermore, we devise a language-based pipeline that exploits how-to video narration text to create weakly supervised training data. We demonstrate our idea applied to the domain of how-to cooking videos, where a user can detour from their current recipe to find steps with alternate ingredients, tools, and techniques. Validating on a ground truth annotated dataset of 16K samples, we show our model's significant improvements over best available methods for video retrieval and question answering, with recall rates exceeding the state of the art by 35%.
Abstract:Object State Changes (OSCs) are pivotal for video understanding. While humans can effortlessly generalize OSC understanding from familiar to unknown objects, current approaches are confined to a closed vocabulary. Addressing this gap, we introduce a novel open-world formulation for the video OSC problem. The goal is to temporally localize the three stages of an OSC -- the object's initial state, its transitioning state, and its end state -- whether or not the object has been observed during training. Towards this end, we develop VidOSC, a holistic learning approach that: (1) leverages text and vision-language models for supervisory signals to obviate manually labeling OSC training data, and (2) abstracts fine-grained shared state representations from objects to enhance generalization. Furthermore, we present HowToChange, the first open-world benchmark for video OSC localization, which offers an order of magnitude increase in the label space and annotation volume compared to the best existing benchmark. Experimental results demonstrate the efficacy of our approach, in both traditional closed-world and open-world scenarios.
Abstract:We present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). More than 800 participants from 13 cities worldwide performed these activities in 131 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,422 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions -- including a novel "expert commentary" done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources will be open sourced to fuel new research in the community.