Recent generative models have demonstrated impressive capabilities in generating realistic and visually pleasing images grounded on textual prompts. Nevertheless, a significant challenge remains in applying these models for the more intricate task of story visualization. Since it requires resolving pronouns (he, she, they) in the frame descriptions, i.e., anaphora resolution, and ensuring consistent characters and background synthesis across frames. Yet, the emerging Large Language Model (LLM) showcases robust reasoning abilities to navigate through ambiguous references and process extensive sequences. Therefore, we introduce \textbf{StoryGPT-V}, which leverages the merits of the latent diffusion (LDM) and LLM to produce images with consistent and high-quality characters grounded on given story descriptions. First, we train a character-aware LDM, which takes character-augmented semantic embedding as input and includes the supervision of the cross-attention map using character segmentation masks, aiming to enhance character generation accuracy and faithfulness. In the second stage, we enable an alignment between the output of LLM and the character-augmented embedding residing in the input space of the first-stage model. This harnesses the reasoning ability of LLM to address ambiguous references and the comprehension capability to memorize the context. We conduct comprehensive experiments on two visual story visualization benchmarks. Our model reports superior quantitative results and consistently generates accurate characters of remarkable quality with low memory consumption. Our code will be made publicly available.
Online continual learning, the process of training models on streaming data, has gained increasing attention in recent years. However, a critical aspect often overlooked is the label delay, where new data may not be labeled due to slow and costly annotation processes. We introduce a new continual learning framework with explicit modeling of the label delay between data and label streams over time steps. In each step, the framework reveals both unlabeled data from the current time step $t$ and labels delayed with $d$ steps, from the time step $t-d$. In our extensive experiments amounting to 1060 GPU days, we show that merely augmenting the computational resources is insufficient to tackle this challenge. Our findings underline a notable performance decline when solely relying on labeled data when the label delay becomes significant. More surprisingly, when using state-of-the-art SSL and TTA techniques to utilize the newer, unlabeled data, they fail to surpass the performance of a na\"ive method that simply trains on the delayed supervised stream. To this end, we introduce a simple, efficient baseline that rehearses from the labeled memory samples that are most similar to the new unlabeled samples. This method bridges the accuracy gap caused by label delay without significantly increasing computational complexity. We show experimentally that our method is the least affected by the label delay factor and in some cases successfully recovers the accuracy of the non-delayed counterpart. We conduct various ablations and sensitivity experiments, demonstrating the effectiveness of our approach.
Diffusion-based generative models excel in perceptually impressive synthesis but face challenges in interpretability. This paper introduces ToddlerDiffusion, an interpretable 2D diffusion image-synthesis framework inspired by the human generation system. Unlike traditional diffusion models with opaque denoising steps, our approach decomposes the generation process into simpler, interpretable stages; generating contours, a palette, and a detailed colored image. This not only enhances overall performance but also enables robust editing and interaction capabilities. Each stage is meticulously formulated for efficiency and accuracy, surpassing Stable-Diffusion (LDM). Extensive experiments on datasets like LSUN-Churches and COCO validate our approach, consistently outperforming existing methods. ToddlerDiffusion achieves notable efficiency, matching LDM performance on LSUN-Churches while operating three times faster with a 3.76 times smaller architecture. Our source code is provided in the supplementary material and will be publicly accessible.
Interpretation and understanding of video presents a challenging computer vision task in numerous fields - e.g. autonomous driving and sports analytics. Existing approaches to interpreting the actions taking place within a video clip are based upon Temporal Action Localisation (TAL), which typically identifies short-term actions. The emerging field of Complex Activity Detection (CompAD) extends this analysis to long-term activities, with a deeper understanding obtained by modelling the internal structure of a complex activity taking place within the video. We address the CompAD problem using a hybrid graph neural network which combines attention applied to a graph encoding the local (short-term) dynamic scene with a temporal graph modelling the overall long-duration activity. Our approach is as follows: i) Firstly, we propose a novel feature extraction technique which, for each video snippet, generates spatiotemporal `tubes' for the active elements (`agents') in the (local) scene by detecting individual objects, tracking them and then extracting 3D features from all the agent tubes as well as the overall scene. ii) Next, we construct a local scene graph where each node (representing either an agent tube or the scene) is connected to all other nodes. Attention is then applied to this graph to obtain an overall representation of the local dynamic scene. iii) Finally, all local scene graph representations are interconnected via a temporal graph, to estimate the complex activity class together with its start and end time. The proposed framework outperforms all previous state-of-the-art methods on all three datasets including ActivityNet-1.3, Thumos-14, and ROAD.
In this work, we present 3DCoMPaT$^{++}$, a multimodal 2D/3D dataset with 160 million rendered views of more than 10 million stylized 3D shapes carefully annotated at the part-instance level, alongside matching RGB point clouds, 3D textured meshes, depth maps, and segmentation masks. 3DCoMPaT$^{++}$ covers 41 shape categories, 275 fine-grained part categories, and 293 fine-grained material classes that can be compositionally applied to parts of 3D objects. We render a subset of one million stylized shapes from four equally spaced views as well as four randomized views, leading to a total of 160 million renderings. Parts are segmented at the instance level, with coarse-grained and fine-grained semantic levels. We introduce a new task, called Grounded CoMPaT Recognition (GCR), to collectively recognize and ground compositions of materials on parts of 3D objects. Additionally, we report the outcomes of a data challenge organized at CVPR2023, showcasing the winning method's utilization of a modified PointNet$^{++}$ model trained on 6D inputs, and exploring alternative techniques for GCR enhancement. We hope our work will help ease future research on compositional 3D Vision.
Large language models have shown their remarkable capabilities as a general interface for various language-related applications. Motivated by this, we target to build a unified interface for completing many vision-language tasks including image description, visual question answering, and visual grounding, among others. The challenge is to use a single model for performing diverse vision-language tasks effectively with simple multi-modal instructions. Towards this objective, we introduce MiniGPT-v2, a model that can be treated as a unified interface for better handling various vision-language tasks. We propose using unique identifiers for different tasks when training the model. These identifiers enable our model to better distinguish each task instruction effortlessly and also improve the model learning efficiency for each task. After the three-stage training, the experimental results show that MiniGPT-v2 achieves strong performance on many visual question-answering and visual grounding benchmarks compared to other vision-language generalist models. Our model and codes are available at https://minigpt-v2.github.io/
3D visual grounding is the ability to localize objects in 3D scenes conditioned by utterances. Most existing methods devote the referring head to localize the referred object directly, causing failure in complex scenarios. In addition, it does not illustrate how and why the network reaches the final decision. In this paper, we address this question Can we design an interpretable 3D visual grounding framework that has the potential to mimic the human perception system?. To this end, we formulate the 3D visual grounding problem as a sequence-to-sequence task by first predicting a chain of anchors and then the final target. Interpretability not only improves the overall performance but also helps us identify failure cases. Following the chain of thoughts approach enables us to decompose the referring task into interpretable intermediate steps, boosting the performance and making our framework extremely data-efficient. Moreover, our proposed framework can be easily integrated into any existing architecture. We validate our approach through comprehensive experiments on the Nr3D, Sr3D, and Scanrefer benchmarks and show consistent performance gains compared to existing methods without requiring manually annotated data. Furthermore, our proposed framework, dubbed CoT3DRef, is significantly data-efficient, whereas on the Sr3D dataset, when trained only on 10% of the data, we match the SOTA performance that trained on the entire data.
We introduce Affective Visual Dialog, an emotion explanation and reasoning task as a testbed for research on understanding the formation of emotions in visually grounded conversations. The task involves three skills: (1) Dialog-based Question Answering (2) Dialog-based Emotion Prediction and (3) Affective emotion explanation generation based on the dialog. Our key contribution is the collection of a large-scale dataset, dubbed AffectVisDial, consisting of 50K 10-turn visually grounded dialogs as well as concluding emotion attributions and dialog-informed textual emotion explanations, resulting in a total of 27,180 working hours. We explain our design decisions in collecting the dataset and introduce the questioner and answerer tasks that are associated with the participants in the conversation. We train and demonstrate solid Affective Visual Dialog baselines adapted from state-of-the-art models. Remarkably, the responses generated by our models show promising emotional reasoning abilities in response to visually grounded conversations. Our project page is available at https://affective-visual-dialog.github.io.