Box-supervised instance segmentation has gained much attention as it requires only simple box annotations instead of costly mask or polygon annotations. However, existing box-supervised instance segmentation models mainly focus on mask-based frameworks. We propose a new end-to-end training technique, termed BoxSnake, to achieve effective polygonal instance segmentation using only box annotations for the first time. Our method consists of two loss functions: (1) a point-based unary loss that constrains the bounding box of predicted polygons to achieve coarse-grained segmentation; and (2) a distance-aware pairwise loss that encourages the predicted polygons to fit the object boundaries. Compared with the mask-based weakly-supervised methods, BoxSnake further reduces the performance gap between the predicted segmentation and the bounding box, and shows significant superiority on the Cityscapes dataset.
Interactive devices with touch screen have become commonly used in various aspects of daily life, which raises the demand for high production quality of touch screen glass. While it is desirable to develop effective defect detection technologies to optimize the automatic touch screen production lines, the development of these technologies suffers from the lack of publicly available datasets. To address this issue, we in this paper propose a dedicated touch screen glass defect dataset which includes seven types of defects and consists of 2504 images captured in various scenarios.All data are captured with professional acquisition equipment on the fixed workstation. Additionally, we benchmark the CNN- and Transformer-based object detection frameworks on the proposed dataset to demonstrate the challenges of defect detection on high-resolution images. Dataset and related code will be available at https://github.com/Yangr116/SSGDataset.
Multi-types of user behavior data (e.g., clicking, adding to cart, and purchasing) are recorded in most real-world recommendation scenarios, which can help to learn users' multi-faceted preferences. However, it is challenging to explore multi-behavior data due to the unbalanced data distribution and sparse target behavior, which lead to the inadequate modeling of high-order relations when treating multi-behavior data ''as features'' and gradient conflict in multitask learning when treating multi-behavior data ''as labels''. In this paper, we propose CIGF, a Compressed Interaction Graph based Framework, to overcome the above limitations. Specifically, we design a novel Compressed Interaction Graph Convolution Network (CIGCN) to model instance-level high-order relations explicitly. To alleviate the potential gradient conflict when treating multi-behavior data ''as labels'', we propose a Multi-Expert with Separate Input (MESI) network with separate input on the top of CIGCN for multi-task learning. Comprehensive experiments on three large-scale real-world datasets demonstrate the superiority of CIGF. Ablation studies and in-depth analysis further validate the effectiveness of our proposed model in capturing high-order relations and alleviating gradient conflict. The source code and datasets are available at https://github.com/MC-CV/CIGF.
In this paper, we propose SemanticAC, a semantics-assisted framework for Audio Classification to better leverage the semantic information. Unlike conventional audio classification methods that treat class labels as discrete vectors, we employ a language model to extract abundant semantics from labels and optimize the semantic consistency between audio signals and their labels. We verify that simple textual information from labels and advanced pretraining models enable more abundant semantic supervision for better performance. Specifically, we design a text encoder to capture the semantic information from the text extension of labels. Then we map the audio signals to align with the semantics of corresponding class labels via an audio encoder and a similarity calculation module so as to enforce the semantic consistency. Extensive experiments on two audio datasets, ESC-50 and US8K demonstrate that our proposed method consistently outperforms the compared audio classification methods.
Transfer learning is a promising method for AOI applications since it can significantly shorten sample collection time and improve efficiency in today's smart manufacturing. However, related research enhanced the network models by applying TL without considering the domain similarity among datasets, the data long-tailedness of a source dataset, and mainly used linear transformations to mitigate the lack of samples. This research applies model-based TL via domain similarity to improve the overall performance and data augmentation in both target and source domains to enrich the data quality and reduce the imbalance. Given a group of source datasets from similar industrial processes, we define which group is the most related to the target through the domain discrepancy score and the number of samples each has. Then, we transfer the chosen pre-trained backbone weights to train and fine-tune the target network. Our research suggests increases in the F1 score and the PR curve up to 20% compared with TL using benchmark datasets.
Source-free object detection (SFOD) aims to transfer a detector pre-trained on a label-rich source domain to an unlabeled target domain without seeing source data. While most existing SFOD methods generate pseudo labels via a source-pretrained model to guide training, these pseudo labels usually contain high noises due to heavy domain discrepancy. In order to obtain better pseudo supervisions, we divide the target domain into source-similar and source-dissimilar parts and align them in the feature space by adversarial learning. Specifically, we design a detection variance-based criterion to divide the target domain. This criterion is motivated by a finding that larger detection variances denote higher recall and larger similarity to the source domain. Then we incorporate an adversarial module into a mean teacher framework to drive the feature spaces of these two subsets indistinguishable. Extensive experiments on multiple cross-domain object detection datasets demonstrate that our proposed method consistently outperforms the compared SFOD methods.
Inspired by organisms evolving through cooperation and competition between different populations on Earth, we study the emergence of artificial collective intelligence through massive-agent reinforcement learning. To this end, We propose a new massive-agent reinforcement learning environment, Lux, where dynamic and massive agents in two teams scramble for limited resources and fight off the darkness. In Lux, we build our agents through the standard reinforcement learning algorithm in curriculum learning phases and leverage centralized control via a pixel-to-pixel policy network. As agents co-evolve through self-play, we observe several stages of intelligence, from the acquisition of atomic skills to the development of group strategies. Since these learned group strategies arise from individual decisions without an explicit coordination mechanism, we claim that artificial collective intelligence emerges from massive-agent cooperation and competition. We further analyze the emergence of various learned strategies through metrics and ablation studies, aiming to provide insights for reinforcement learning implementations in massive-agent environments.
With the continuously thriving popularity around the world, fitness activity analytic has become an emerging research topic in computer vision. While a variety of new tasks and algorithms have been proposed recently, there are growing hunger for data resources involved in high-quality data, fine-grained labels, and diverse environments. In this paper, we present FLAG3D, a large-scale 3D fitness activity dataset with language instruction containing 180K sequences of 60 categories. FLAG3D features the following three aspects: 1) accurate and dense 3D human pose captured from advanced MoCap system to handle the complex activity and large movement, 2) detailed and professional language instruction to describe how to perform a specific activity, 3) versatile video resources from a high-tech MoCap system, rendering software, and cost-effective smartphones in natural environments. Extensive experiments and in-depth analysis show that FLAG3D contributes great research value for various challenges, such as cross-domain human action recognition, dynamic human mesh recovery, and language-guided human action generation. Our dataset and source code will be publicly available at https://andytang15.github.io/FLAG3D.
Achieving multiple genres and long-term choreography sequences from given music is a challenging task, due to the lack of a multi-genre dataset. To tackle this problem,we propose a Multi Art Genre Intelligent Choreography Dataset (MagicDance). The data of MagicDance is captured from professional dancers assisted by motion capture technicians. It has a total of 8 hours 3D motioncapture human dances with paired music, and 16 different dance genres. To the best of our knowledge, MagicDance is the 3D dance dataset with the most genres. In addition, we find that the existing two types of methods (generation-based method and synthesis-based method) can only satisfy one of the diversity and duration, but they can complement to some extent. Based on this observation, we also propose a generation-synthesis choreography network (MagicNet), which cascades a Diffusion-based 3D Diverse Dance fragments Generation Network (3DGNet) and a Genre&Coherent aware Retrieval Module (GCRM). The former can generate various dance fragments from only one music clip. The latter is utilized to select the best dance fragment generated by 3DGNet and switch them into a complete dance according to the genre and coherent matching score. Quantitative and qualitative experiments demonstrate the quality of MagicDance, and the state-of-the-art performance of MagicNet.
This paper presents SimVTP: a Simple Video-Text Pretraining framework via masked autoencoders. We randomly mask out the spatial-temporal tubes of input video and the word tokens of input text and then feed them into a unified autencoder to reconstruct the missing pixels and words. Our SimVTP has several properties: 1) Thanks to the unified autoencoder, SimVTP reconstructs the masked signal of one modality with the help from another modality, which implicitly learns the cross-modal alignment between video tubes and text tokens. 2) SimVTP not only benefits from a high video masking ratio (e.g. 90%) due to the temporal redundancy of video, but also needs a high text masking ratio (e.g. 75%), which is much higher than BERT (e.g. 15%), to achieve optimal performance. This is because the aid of video modality makes text reconstruction less challenging, which thus needs a higher mask ratio to make the pretext harder for useful feature learning. 3) Equipping SimVTP with video-text contrastive learning (VTC) and video-text matching (VTM), which are two commonly used cross-modal training strategies, could further improve the transferable performance significantly. 4) SimVTP is dataefficent, e.g., pre-training only on 10% data of WebVid-2M, SimVTP achieves surprisingly good results (43.8 R@1) on MSRVTT, which is far above recent state-of-the-art methods pre-trained on both CC3M and WebVid-2M. We transfer our pre-trained model to various downstream tasks and achieve superior performance. The codes and models will be released at https://github.com/mayuelala/SimVTP.