We introduce Corrupted Image Modeling (CIM) for self-supervised visual pre-training. CIM uses an auxiliary generator with a small trainable BEiT to corrupt the input image instead of using artificial mask tokens, where some patches are randomly selected and replaced with plausible alternatives sampled from the BEiT output distribution. Given this corrupted image, an enhancer network learns to either recover all the original image pixels, or predict whether each visual token is replaced by a generator sample or not. The generator and the enhancer are simultaneously trained and synergistically updated. After pre-training, the enhancer can be used as a high-capacity visual encoder for downstream tasks. CIM is a general and flexible visual pre-training framework that is suitable for various network architectures. For the first time, CIM demonstrates that both ViT and CNN can learn rich visual representations using a unified, non-Siamese framework. Experimental results show that our approach achieves compelling results in vision benchmarks, such as ImageNet classification and ADE20K semantic segmentation. For example, 300-epoch CIM pre-trained vanilla ViT-Base/16 and ResNet-50 obtain 83.3 and 80.6 Top-1 fine-tuning accuracy on ImageNet-1K image classification respectively.
Neural radiance fields (NeRF) have shown great potentials in representing 3D scenes and synthesizing novel views, but the computational overhead of NeRF at the inference stage is still heavy. To alleviate the burden, we delve into the coarse-to-fine, hierarchical sampling procedure of NeRF and point out that the coarse stage can be replaced by a lightweight module which we name a neural sample field. The proposed sample field maps rays into sample distributions, which can be transformed into point coordinates and fed into radiance fields for volume rendering. The overall framework is named as NeuSample. We perform experiments on Realistic Synthetic 360$^{\circ}$ and Real Forward-Facing, two popular 3D scene sets, and show that NeuSample achieves better rendering quality than NeRF while enjoying a faster inference speed. NeuSample is further compressed with a proposed sample field extraction method towards a better trade-off between quality and speed.
Although deep learning methods have achieved advanced video object recognition performance in recent years, perceiving heavily occluded objects in a video is still a very challenging task. To promote the development of occlusion understanding, we collect a large-scale dataset called OVIS for video instance segmentation in the occluded scenario. OVIS consists of 296k high-quality instance masks and 901 occluded scenes. While our human vision systems can perceive those occluded objects by contextual reasoning and association, our experiments suggest that current video understanding systems cannot. On the OVIS dataset, all baseline methods encounter a significant performance degradation of about 80% in the heavily occluded object group, which demonstrates that there is still a long way to go in understanding obscured objects and videos in a complex real-world scenario. To facilitate the research on new paradigms for video understanding systems, we launched a challenge based on the OVIS dataset. The submitted top-performing algorithms have achieved much higher performance than our baselines. In this paper, we will introduce the OVIS dataset and further dissect it by analyzing the results of baselines and submitted methods. The OVIS dataset and challenge information can be found at http://songbai.site/ovis .
Multi-object tracking (MOT) aims at estimating bounding boxes and identities of objects in videos. Most methods obtain identities by associating detection boxes whose scores are higher than a threshold. The objects with low detection scores, e.g. occluded objects, are simply thrown away, which brings non-negligible true object missing and fragmented trajectories. To solve this problem, we present a simple, effective and generic association method, called BYTE, tracking BY associaTing Every detection box instead of only the high score ones. For the low score detection boxes, we utilize their similarities with tracklets to recover true objects and filter out the background detections. We apply BYTE to 9 different state-of-the-art trackers and achieve consistent improvement on IDF1 score ranging from 1 to 10 points. To put forwards the state-of-the-art performance of MOT, we design a simple and strong tracker, named ByteTrack. For the first time, we achieve 80.3 MOTA, 77.3 IDF1 and 63.1 HOTA on the test set of MOT17 with 30 FPS running speed on a single V100 GPU. The source code, pre-trained models with deploy versions and tutorials of applying to other trackers are released at https://github.com/ifzhang/ByteTrack.
A panoptic driving perception system is an essential part of autonomous driving. A high-precision and real-time perception system can assist the vehicle in making the reasonable decision while driving. We present a panoptic driving perception network (YOLOP) to perform traffic object detection, drivable area segmentation and lane detection simultaneously. It is composed of one encoder for feature extraction and three decoders to handle the specific tasks. Our model performs extremely well on the challenging BDD100K dataset, achieving state-of-the-art on all three tasks in terms of accuracy and speed. Besides, we verify the effectiveness of our multi-task learning model for joint training via ablative studies. To our best knowledge, this is the first work that can process these three visual perception tasks simultaneously in real-time on an embedded device Jetson TX2(23 FPS) and maintain excellent accuracy. To facilitate further research, the source codes and pre-trained models will be released at https://github.com/hustvl/YOLOP.
We present VoxelTrack for multi-person 3D pose estimation and tracking from a few cameras which are separated by wide baselines. It employs a multi-branch network to jointly estimate 3D poses and re-identification (Re-ID) features for all people in the environment. In contrast to previous efforts which require to establish cross-view correspondence based on noisy 2D pose estimates, it directly estimates and tracks 3D poses from a 3D voxel-based representation constructed from multi-view images. We first discretize the 3D space by regular voxels and compute a feature vector for each voxel by averaging the body joint heatmaps that are inversely projected from all views. We estimate 3D poses from the voxel representation by predicting whether each voxel contains a particular body joint. Similarly, a Re-ID feature is computed for each voxel which is used to track the estimated 3D poses over time. The main advantage of the approach is that it avoids making any hard decisions based on individual images. The approach can robustly estimate and track 3D poses even when people are severely occluded in some cameras. It outperforms the state-of-the-art methods by a large margin on three public datasets including Shelf, Campus and CMU Panoptic.
Instance segmentation on point clouds is a fundamental task in 3D scene perception. In this work, we propose a concise clustering-based framework named HAIS, which makes full use of spatial relation of points and point sets. Considering clustering-based methods may result in over-segmentation or under-segmentation, we introduce the hierarchical aggregation to progressively generate instance proposals, i.e., point aggregation for preliminarily clustering points to sets and set aggregation for generating complete instances from sets. Once the complete 3D instances are obtained, a sub-network of intra-instance prediction is adopted for noisy points filtering and mask quality scoring. HAIS is fast (only 410ms per frame) and does not require non-maximum suppression. It ranks 1st on the ScanNet v2 benchmark, achieving the highest 69.9% AP50 and surpassing previous state-of-the-art (SOTA) methods by a large margin. Besides, the SOTA results on the S3DIS dataset validate the good generalization ability. Code will be available at https://github.com/hustvl/HAIS.
Recent studies show that hierarchical Vision Transformer with interleaved non-overlapped intra window self-attention \& shifted window self-attention is able to achieve state-of-the-art performance in various visual recognition tasks and challenges CNN's dense sliding window paradigm. Most follow-up works try to replace shifted window operation with other kinds of cross window communication while treating self-attention as the de-facto standard for intra window information aggregation. In this short preprint, we question whether self-attention is the only choice for hierarchical Vision Transformer to attain strong performance, and what makes for hierarchical Vision Transformer? We replace self-attention layers in Swin Transformer and Shuffle Transformer with simple linear mapping and keep other components unchanged. The resulting architecture with 25.4M parameters and 4.2G FLOPs achieves 80.5\% Top-1 accuracy, compared to 81.3\% for Swin Transformer with 28.3M parameters and 4.5G FLOPs. We also experiment with other alternatives to self-attention for context aggregation inside each non-overlapped window, which all give similar competitive results under the same architecture. Our study reveals that the \textbf{macro architecture} of Swin model families (i.e., interleaved intra window \& cross window communications), other than specific aggregation layers or specific means of cross window communication, may be more responsible for its strong performance and is the real challenger to CNN's dense sliding window paradigm.
Recent advances in self-supervised learning have experienced remarkable progress, especially for contrastive learning based methods, which regard each image as well as its augmentations as an individual class and try to distinguish them from all other images. However, due to the large quantity of exemplars, this kind of pretext task intrinsically suffers from slow convergence and is hard for optimization. This is especially true for small scale models, which we find the performance drops dramatically comparing with its supervised counterpart. In this paper, we propose a simple but effective distillation strategy for unsupervised learning. The highlight is that the relationship among similar samples counts and can be seamlessly transferred to the student to boost the performance. Our method, termed as BINGO, which is short for \textbf{B}ag of \textbf{I}nsta\textbf{N}ces a\textbf{G}gregati\textbf{O}n, targets at transferring the relationship learned by the teacher to the student. Here bag of instances indicates a set of similar samples constructed by the teacher and are grouped within a bag, and the goal of distillation is to aggregate compact representations over the student with respect to instances in a bag. Notably, BINGO achieves new state-of-the-art performance on small scale models, \emph{i.e.}, 65.5% and 68.9% top-1 accuracies with linear evaluation on ImageNet, using ResNet-18 and ResNet-34 as backbone, respectively, surpassing baselines (52.5% and 57.4% top-1 accuracies) by a significant margin. The code will be available at \url{https://github.com/haohang96/bingo}.