Abstract:Classifier-Free Guidance (CFG) enhances the quality and condition adherence of text-to-image diffusion models. It operates by combining the conditional and unconditional predictions using a fixed weight. However, recent works vary the weights throughout the diffusion process, reporting superior results but without providing any rationale or analysis. By conducting comprehensive experiments, this paper provides insights into CFG weight schedulers. Our findings suggest that simple, monotonically increasing weight schedulers consistently lead to improved performances, requiring merely a single line of code. In addition, more complex parametrized schedulers can be optimized for further improvement, but do not generalize across different models and tasks.
Abstract:Automatically understanding funny moments (i.e., the moments that make people laugh) when watching comedy is challenging, as they relate to various features, such as body language, dialogues and culture. In this paper, we propose FunnyNet-W, a model that relies on cross- and self-attention for visual, audio and text data to predict funny moments in videos. Unlike most methods that rely on ground truth data in the form of subtitles, in this work we exploit modalities that come naturally with videos: (a) video frames as they contain visual information indispensable for scene understanding, (b) audio as it contains higher-level cues associated with funny moments, such as intonation, pitch and pauses and (c) text automatically extracted with a speech-to-text model as it can provide rich information when processed by a Large Language Model. To acquire labels for training, we propose an unsupervised approach that spots and labels funny audio moments. We provide experiments on five datasets: the sitcoms TBBT, MHD, MUStARD, Friends, and the TED talk UR-Funny. Extensive experiments and analysis show that FunnyNet-W successfully exploits visual, auditory and textual cues to identify funny moments, while our findings reveal FunnyNet-W's ability to predict funny moments in the wild. FunnyNet-W sets the new state of the art for funny moment detection with multimodal cues on all datasets with and without using ground truth information.
Abstract:Domain Generalized Semantic Segmentation (DGSS) deals with training a model on a labeled source domain with the aim of generalizing to unseen domains during inference. Existing DGSS methods typically effectuate robust features by means of Domain Randomization (DR). Such an approach is often limited as it can only account for style diversification and not content. In this work, we take an orthogonal approach to DGSS and propose to use an assembly of CoLlaborative FOUndation models for Domain Generalized Semantic Segmentation (CLOUDS). In detail, CLOUDS is a framework that integrates FMs of various kinds: (i) CLIP backbone for its robust feature representation, (ii) generative models to diversify the content, thereby covering various modes of the possible target distribution, and (iii) Segment Anything Model (SAM) for iteratively refining the predictions of the segmentation model. Extensive experiments show that our CLOUDS excels in adapting from synthetic to real DGSS benchmarks and under varying weather conditions, notably outperforming prior methods by 5.6% and 6.7% on averaged miou, respectively. The code is available at : https://github.com/yasserben/CLOUDS
Abstract:Video Object Segmentation (VOS) is crucial for several applications, from video editing to video data generation. Training a VOS model requires an abundance of manually labeled training videos. The de-facto traditional way of annotating objects requires humans to draw detailed segmentation masks on the target objects at each video frame. This annotation process, however, is tedious and time-consuming. To reduce this annotation cost, in this paper, we propose EVA-VOS, a human-in-the-loop annotation framework for video object segmentation. Unlike the traditional approach, we introduce an agent that predicts iteratively both which frame ("What") to annotate and which annotation type ("How") to use. Then, the annotator annotates only the selected frame that is used to update a VOS module, leading to significant gains in annotation time. We conduct experiments on the MOSE and the DAVIS datasets and we show that: (a) EVA-VOS leads to masks with accuracy close to the human agreement 3.5x faster than the standard way of annotating videos; (b) our frame selection achieves state-of-the-art performance; (c) EVA-VOS yields significant performance gains in terms of annotation time compared to all other methods and baselines.
Abstract:Crowd simulation is important for video-games design, since it enables to populate virtual worlds with autonomous avatars that navigate in a human-like manner. Reinforcement learning has shown great potential in simulating virtual crowds, but the design of the reward function is critical to achieving effective and efficient results. In this work, we explore the design of reward functions for reinforcement learning-based crowd simulation. We provide theoretical insights on the validity of certain reward functions according to their analytical properties, and evaluate them empirically using a range of scenarios, using the energy efficiency as the metric. Our experiments show that directly minimizing the energy usage is a viable strategy as long as it is paired with an appropriately scaled guiding potential, and enable us to study the impact of the different reward components on the behavior of the simulated crowd. Our findings can inform the development of new crowd simulation techniques, and contribute to the wider study of human-like navigation.
Abstract:Neural Radiance Fields (NeRFs) have revolutionized scene novel view synthesis, offering visually realistic, precise, and robust implicit reconstructions. While recent approaches enable NeRF editing, such as object removal, 3D shape modification, or material property manipulation, the manual annotation prior to such edits makes the process tedious. Additionally, traditional 2D interaction tools lack an accurate sense of 3D space, preventing precise manipulation and editing of scenes. In this paper, we introduce a novel approach, called Blueprint Neural Field (BluNF), to address these editing issues. BluNF provides a robust and user-friendly 2D blueprint, enabling intuitive scene editing. By leveraging implicit neural representation, BluNF constructs a blueprint of a scene using prior semantic and depth information. The generated blueprint allows effortless editing and manipulation of NeRF representations. We demonstrate BluNF's editability through an intuitive click-and-change mechanism, enabling 3D manipulations, such as masking, appearance modification, and object removal. Our approach significantly contributes to visual content creation, paving the way for further research in this area.
Abstract:Adapting a segmentation model from a labeled source domain to a target domain, where a single unlabeled datum is available, is one the most challenging problems in domain adaptation and is otherwise known as one-shot unsupervised domain adaptation (OSUDA). Most of the prior works have addressed the problem by relying on style transfer techniques, where the source images are stylized to have the appearance of the target domain. Departing from the common notion of transferring only the target ``texture'' information, we leverage text-to-image diffusion models (e.g., Stable Diffusion) to generate a synthetic target dataset with photo-realistic images that not only faithfully depict the style of the target domain, but are also characterized by novel scenes in diverse contexts. The text interface in our method Data AugmenTation with diffUsion Models (DATUM) endows us with the possibility of guiding the generation of images towards desired semantic concepts while respecting the original spatial context of a single training image, which is not possible in existing OSUDA methods. Extensive experiments on standard benchmarks show that our DATUM surpasses the state-of-the-art OSUDA methods by up to +7.1%. The implementation is available at https://github.com/yasserben/DATUM
Abstract:Renal transplantation emerges as the most effective solution for end-stage renal disease. Occurring from complex causes, a substantial risk of transplant chronic dysfunction persists and may lead to graft loss. Medical imaging plays a substantial role in renal transplant monitoring in clinical practice. However, graft supervision is multi-disciplinary, notably joining nephrology, urology, and radiology, while identifying robust biomarkers from such high-dimensional and complex data for prognosis is challenging. In this work, taking inspiration from the recent success of Large Language Models (LLMs), we propose MEDIMP -- Medical Images and Prompts -- a model to learn meaningful multi-modal representations of renal transplant Dynamic Contrast-Enhanced Magnetic Resonance Imaging (DCE MRI) by incorporating structural clinicobiological data after translating them into text prompts. MEDIMP is based on contrastive learning from joint text-image paired embeddings to perform this challenging task. Moreover, we propose a framework that generates medical prompts using automatic textual data augmentations from LLMs. Our goal is to learn meaningful manifolds of renal transplant DCE MRI, interesting for the prognosis of the transplant or patient status (2, 3, and 4 years after the transplant), fully exploiting the available multi-modal data in the most efficient way. Extensive experiments and comparisons with other renal transplant representation learning methods with limited data prove the effectiveness of MEDIMP in a relevant clinical setting, giving new directions toward medical prompts. Our code is available at https://github.com/leomlck/MEDIMP.
Abstract:Transformers were initially introduced for natural language processing (NLP) tasks, but fast they were adopted by most deep learning fields, including computer vision. They measure the relationships between pairs of input tokens (words in the case of text strings, parts of images for visual Transformers), termed attention. The cost is exponential with the number of tokens. For image classification, the most common Transformer Architecture uses only the Transformer Encoder in order to transform the various input tokens. However, there are also numerous other applications in which the decoder part of the traditional Transformer Architecture is also used. Here, we first introduce the Attention mechanism (Section 1), and then the Basic Transformer Block including the Vision Transformer (Section 2). Next, we discuss some improvements of visual Transformers to account for small datasets or less computation(Section 3). Finally, we introduce Visual Transformers applied to tasks other than image classification, such as detection, segmentation, generation and training without labels (Section 4) and other domains, such as video or multimodality using text or audio data (Section 5).
Abstract:The discounting mechanism in Reinforcement Learning determines the relative importance of future and present rewards. While exponential discounting is widely used in practice, non-exponential discounting methods that align with human behavior are often desirable for creating human-like agents. However, non-exponential discounting methods cannot be directly applied in modern on-policy actor-critic algorithms. To address this issue, we propose Universal Generalized Advantage Estimation (UGAE), which allows for the computation of GAE advantage values with arbitrary discounting. Additionally, we introduce Beta-weighted discounting, a continuous interpolation between exponential and hyperbolic discounting, to increase flexibility in choosing a discounting method. To showcase the utility of UGAE, we provide an analysis of the properties of various discounting methods. We also show experimentally that agents with non-exponential discounting trained via UGAE outperform variants trained with Monte Carlo advantage estimation. Through analysis of various discounting methods and experiments, we demonstrate the superior performance of UGAE with Beta-weighted discounting over the Monte Carlo baseline on standard RL benchmarks. UGAE is simple and easily integrated into any advantage-based algorithm as a replacement for the standard recursive GAE.