This paper explores the properties of the plain Vision Transformer (ViT) for Weakly-supervised Semantic Segmentation (WSSS). The class activation map (CAM) is of critical importance for understanding a classification network and launching WSSS. We observe that different attention heads of ViT focus on different image areas. Thus a novel weight-based method is proposed to end-to-end estimate the importance of attention heads, while the self-attention maps are adaptively fused for high-quality CAM results that tend to have more complete objects. Besides, we propose a ViT-based gradient clipping decoder for online retraining with the CAM results to complete the WSSS task. We name this plain Transformer-based Weakly-supervised learning framework WeakTr. It achieves the state-of-the-art WSSS performance on standard benchmarks, i.e., 78.4% mIoU on the val set of PASCAL VOC 2012 and 50.3% mIoU on the val set of COCO 2014. Code is available at https://github.com/hustvl/WeakTr.
Large-scale language models (LLMs) have demonstrated outstanding performance on various tasks, but their deployment poses challenges due to their enormous model size. In this paper, we identify that the main challenge in quantizing LLMs stems from the different activation ranges between the channels, rather than just the issue of outliers.We propose a novel reorder-based quantization approach, RPTQ, that addresses the issue of quantizing the activations of LLMs. RPTQ rearranges the channels in the activations and then quantizing them in clusters, thereby reducing the impact of range difference of channels. In addition, we reduce the storage and computation overhead by avoiding explicit reordering. By implementing this approach, we achieved a significant breakthrough by pushing LLM models to 3 bit activation for the first time.
Although recent approaches aiming for video instance segmentation have achieved promising results, it is still difficult to employ those approaches for real-world applications on mobile devices, which mainly suffer from (1) heavy computation and memory cost and (2) complicated heuristics for tracking objects. To address those issues, we present MobileInst, a lightweight and mobile-friendly framework for video instance segmentation on mobile devices. Firstly, MobileInst adopts a mobile vision transformer to extract multi-level semantic features and presents an efficient query-based dual-transformer instance decoder for mask kernels and a semantic-enhanced mask decoder to generate instance segmentation per frame. Secondly, MobileInst exploits simple yet effective kernel reuse and kernel association to track objects for video instance segmentation. Further, we propose temporal query passing to enhance the tracking ability for kernels. We conduct experiments on COCO and YouTube-VIS datasets to demonstrate the superiority of MobileInst and evaluate the inference latency on a mobile CPU core of Qualcomm Snapdragon-778G, without other methods of acceleration. On the COCO dataset, MobileInst achieves 30.5 mask AP and 176 ms on the mobile CPU, which reduces the latency by 50% compared to the previous SOTA. For video instance segmentation, MobileInst achieves 35.0 AP on YouTube-VIS 2019 and 30.1 AP on YouTube-VIS 2021. Code will be available to facilitate real-world applications and future research.
Open-world instance segmentation has recently gained significant popularitydue to its importance in many real-world applications, such as autonomous driving, robot perception, and remote sensing. However, previous methods have either produced unsatisfactory results or relied on complex systems and paradigms. We wonder if there is a simple way to obtain state-of-the-art results. Fortunately, we have identified two observations that help us achieve the best of both worlds: 1) query-based methods demonstrate superiority over dense proposal-based methods in open-world instance segmentation, and 2) learning localization cues is sufficient for open world instance segmentation. Based on these observations, we propose a simple query-based method named OpenInst for open world instance segmentation. OpenInst leverages advanced query-based methods like QueryInst and focuses on learning localization cues. Notably, OpenInst is an extremely simple and straightforward framework without any auxiliary modules or post-processing, yet achieves state-of-the-art results on multiple benchmarks. Specifically, in the COCO$\to$UVO scenario, OpenInst achieves a mask AR of 53.3, outperforming the previous best methods by 2.0 AR with a simpler structure. We hope that OpenInst can serve as a solid baselines for future research in this area.
Rendering moving human bodies at free viewpoints only from a monocular video is quite a challenging problem. The information is too sparse to model complicated human body structures and motions from both view and pose dimensions. Neural radiance fields (NeRF) have shown great power in novel view synthesis and have been applied to human body rendering. However, most current NeRF-based methods bear huge costs for both training and rendering, which impedes the wide applications in real-life scenarios. In this paper, we propose a rendering framework that can learn moving human body structures extremely quickly from a monocular video. The framework is built by integrating both neural fields and neural voxels. Especially, a set of generalizable neural voxels are constructed. With pretrained on various human bodies, these general voxels represent a basic skeleton and can provide strong geometric priors. For the fine-tuning process, individual voxels are constructed for learning differential textures, complementary to general voxels. Thus learning a novel body can be further accelerated, taking only a few minutes. Our method shows significantly higher training efficiency compared with previous methods, while maintaining similar rendering quality. The project page is at https://taoranyi.com/gneuvox .
Post-training quantization (PTQ) is a popular method for compressing deep neural networks (DNNs) without modifying their original architecture or training procedures. Despite its effectiveness and convenience, the reliability of PTQ methods in the presence of some extrem cases such as distribution shift and data noise remains largely unexplored. This paper first investigates this problem on various commonly-used PTQ methods. We aim to answer several research questions related to the influence of calibration set distribution variations, calibration paradigm selection, and data augmentation or sampling strategies on PTQ reliability. A systematic evaluation process is conducted across a wide range of tasks and commonly-used PTQ paradigms. The results show that most existing PTQ methods are not reliable enough in term of the worst-case group performance, highlighting the need for more robust methods. Our findings provide insights for developing PTQ methods that can effectively handle distribution shift scenarios and enable the deployment of quantized DNNs in real-world applications.
Autonomous driving requires a comprehensive understanding of the surrounding environment for reliable trajectory planning. Previous works rely on dense rasterized scene representation (e.g., agent occupancy and semantic map) to perform planning, which is computationally intensive and misses the instance-level structure information. In this paper, we propose VAD, an end-to-end vectorized paradigm for autonomous driving, which models the driving scene as fully vectorized representation. The proposed vectorized paradigm has two significant advantages. On one hand, VAD exploits the vectorized agent motion and map elements as explicit instance-level planning constraints which effectively improves planning safety. On the other hand, VAD runs much faster than previous end-to-end planning methods by getting rid of computation-intensive rasterized representation and hand-designed post-processing steps. VAD achieves state-of-the-art end-to-end planning performance on the nuScenes dataset, outperforming the previous best method by a large margin (reducing the average collision rate by 48.4%). Besides, VAD greatly improves the inference speed (up to 9.3x), which is critical for the real-world deployment of an autonomous driving system. Code and models will be released for facilitating future research.
Online lane graph construction is a promising but challenging task in autonomous driving. Previous methods usually model the lane graph at the pixel or piece level, and recover the lane graph by pixel-wise or piece-wise connection, which breaks down the continuity of the lane. Human drivers focus on and drive along the continuous and complete paths instead of considering lane pieces. Autonomous vehicles also require path-specific guidance from lane graph for trajectory planning. We argue that the path, which indicates the traffic flow, is the primitive of the lane graph. Motivated by this, we propose to model the lane graph in a novel path-wise manner, which well preserves the continuity of the lane and encodes traffic information for planning. We present a path-based online lane graph construction method, termed LaneGAP, which end-to-end learns the path and recovers the lane graph via a Path2Graph algorithm. We qualitatively and quantitatively demonstrate the superiority of LaneGAP over conventional pixel-based and piece-based methods. Abundant visualizations show LaneGAP can cope with diverse traffic conditions. Code and models will be released at \url{https://github.com/hustvl/LaneGAP} for facilitating future research.
In this paper, we are interested in understanding self-supervised pretraining through studying the capability that self-supervised representation pretraining methods learn part-aware representations. The study is mainly motivated by that random views, used in contrastive learning, and random masked (visible) patches, used in masked image modeling, are often about object parts. We explain that contrastive learning is a part-to-whole task: the projection layer hallucinates the whole object representation from the object part representation learned from the encoder, and that masked image modeling is a part-to-part task: the masked patches of the object are hallucinated from the visible patches. The explanation suggests that the self-supervised pretrained encoder is required to understand the object part. We empirically compare the off-the-shelf encoders pretrained with several representative methods on object-level recognition and part-level recognition. The results show that the fully-supervised model outperforms self-supervised models for object-level recognition, and most self-supervised contrastive learning and masked image modeling methods outperform the fully-supervised method for part-level recognition. It is observed that the combination of contrastive learning and masked image modeling further improves the performance.
In the field of skeleton-based action recognition, current top-performing graph convolutional networks (GCNs) exploit intra-sequence context to construct adaptive graphs for feature aggregation. However, we argue that such context is still \textit{local} since the rich cross-sequence relations have not been explicitly investigated. In this paper, we propose a graph contrastive learning framework for skeleton-based action recognition (\textit{SkeletonGCL}) to explore the \textit{global} context across all sequences. In specific, SkeletonGCL associates graph learning across sequences by enforcing graphs to be class-discriminative, \emph{i.e.,} intra-class compact and inter-class dispersed, which improves the GCN capacity to distinguish various action patterns. Besides, two memory banks are designed to enrich cross-sequence context from two complementary levels, \emph{i.e.,} instance and semantic levels, enabling graph contrastive learning in multiple context scales. Consequently, SkeletonGCL establishes a new training paradigm, and it can be seamlessly incorporated into current GCNs. Without loss of generality, we combine SkeletonGCL with three GCNs (2S-ACGN, CTR-GCN, and InfoGCN), and achieve consistent improvements on NTU60, NTU120, and NW-UCLA benchmarks. The source code will be available at \url{https://github.com/OliverHxh/SkeletonGCL}.