The Multiplane Image (MPI), containing a set of fronto-parallel RGBA layers, is an effective and efficient representation for view synthesis from sparse inputs. Yet, its fixed structure limits the performance, especially for surfaces imaged at oblique angles. We introduce the Structural MPI (S-MPI), where the plane structure approximates 3D scenes concisely. Conveying RGBA contexts with geometrically-faithful structures, the S-MPI directly bridges view synthesis and 3D reconstruction. It can not only overcome the critical limitations of MPI, i.e., discretization artifacts from sloped surfaces and abuse of redundant layers, and can also acquire planar 3D reconstruction. Despite the intuition and demand of applying S-MPI, great challenges are introduced, e.g., high-fidelity approximation for both RGBA layers and plane poses, multi-view consistency, non-planar regions modeling, and efficient rendering with intersected planes. Accordingly, we propose a transformer-based network based on a segmentation model. It predicts compact and expressive S-MPI layers with their corresponding masks, poses, and RGBA contexts. Non-planar regions are inclusively handled as a special case in our unified framework. Multi-view consistency is ensured by sharing global proxy embeddings, which encode plane-level features covering the complete 3D scenes with aligned coordinates. Intensive experiments show that our method outperforms both previous state-of-the-art MPI-based view synthesis methods and planar reconstruction methods.
Object affordance is an important concept in hand-object interaction, providing information on action possibilities based on human motor capacity and objects' physical property thus benefiting tasks such as action anticipation and robot imitation learning. However, the definition of affordance in existing datasets often: 1) mix up affordance with object functionality; 2) confuse affordance with goal-related action; and 3) ignore human motor capacity. This paper proposes an efficient annotation scheme to address these issues by combining goal-irrelevant motor actions and grasp types as affordance labels and introducing the concept of mechanical action to represent the action possibilities between two objects. We provide new annotations by applying this scheme to the EPIC-KITCHENS dataset and test our annotation with tasks such as affordance recognition, hand-object interaction hotspots prediction, and cross-domain evaluation of affordance. The results show that models trained with our annotation can distinguish affordance from other concepts, predict fine-grained interaction possibilities on objects, and generalize through different domains.
Image cropping has progressed tremendously under the data-driven paradigm. However, current approaches do not account for the intentions of the user, which is an issue especially when the composition of the input image is complex. Moreover, labeling of cropping data is costly and hence the amount of data is limited, leading to poor generalization performance of current algorithms in the wild. In this work, we take advantage of vision-language models as a foundation for creating robust and user-intentional cropping algorithms. By adapting a transformer decoder with a pre-trained CLIP-based detection model, OWL-ViT, we develop a method to perform cropping with a text or image query that reflects the user's intention as guidance. In addition, our pipeline design allows the model to learn text-conditioned aesthetic cropping with a small cropping dataset, while inheriting the open-vocabulary ability acquired from millions of text-image pairs. We validate our model through extensive experiments on existing datasets as well as a new cropping test set we compiled that is characterized by content ambiguity.
Automated video-based assessment of surgical skills is a promising task in assisting young surgical trainees, especially in poor-resource areas. Existing works often resort to a CNN-LSTM joint framework that models long-term relationships by LSTMs on spatially pooled short-term CNN features. However, this practice would inevitably neglect the difference among semantic concepts such as tools, tissues, and background in the spatial dimension, impeding the subsequent temporal relationship modeling. In this paper, we propose a novel skill assessment framework, Video Semantic Aggregation (ViSA), which discovers different semantic parts and aggregates them across spatiotemporal dimensions. The explicit discovery of semantic parts provides an explanatory visualization that helps understand the neural network's decisions. It also enables us to further incorporate auxiliary information such as the kinematic data to improve representation learning and performance. The experiments on two datasets show the competitiveness of ViSA compared to state-of-the-art methods. Source code is available at: bit.ly/MICCAI2022ViSA.
We introduce a scalable framework for novel view synthesis from RGB-D images with largely incomplete scene coverage. While generative neural approaches have demonstrated spectacular results on 2D images, they have not yet achieved similar photorealistic results in combination with scene completion where a spatial 3D scene understanding is essential. To this end, we propose a generative pipeline performing on a sparse grid-based neural scene representation to complete unobserved scene parts via a learned distribution of scenes in a 2.5D-3D-2.5D manner. We process encoded image features in 3D space with a geometry completion network and a subsequent texture inpainting network to extrapolate the missing area. Photorealistic image sequences can be finally obtained via consistency-relevant differentiable rendering. Comprehensive experiments show that the graphical outputs of our method outperform the state of the art, especially within unobserved scene parts.
Few-shot action recognition aims to recognize novel action classes using only a small number of labeled training samples. In this work, we propose a novel approach that first summarizes each video into compound prototypes consisting of a group of global prototypes and a group of focused prototypes, and then compares video similarity based on the prototypes. Each global prototype is encouraged to summarize a specific aspect from the entire video, for example, the start/evolution of the action. Since no clear annotation is provided for the global prototypes, we use a group of focused prototypes to focus on certain timestamps in the video. We compare video similarity by matching the compound prototypes between the support and query videos. The global prototypes are directly matched to compare videos from the same perspective, for example, to compare whether two actions start similarly. For the focused prototypes, since actions have various temporal variations in the videos, we apply bipartite matching to allow the comparison of actions with different temporal positions and shifts. Experiments demonstrate that our proposed method achieves state-of-the-art results on multiple benchmarks.
Object affordance is an important concept in human-object interaction, providing information on action possibilities based on human motor capacity and objects' physical property thus benefiting tasks such as action anticipation and robot imitation learning. However, existing datasets often: 1) mix up affordance with object functionality; 2) confuse affordance with goal-related action; and 3) ignore human motor capacity. This paper proposes an efficient annotation scheme to address these issues by combining goal-irrelevant motor actions and grasp types as affordance labels and introducing the concept of mechanical action to represent the action possibilities between two objects. We provide new annotations by applying this scheme to the EPIC-KITCHENS dataset and test our annotation with tasks such as affordance recognition. We qualitatively verify that models trained with our annotation can distinguish affordance and mechanical actions.
We study the problem of identifying object instances in a dynamic environment where people interact with the objects. In such an environment, objects' appearance changes dynamically by interaction with other entities, occlusion by hands, background change, etc. This leads to a larger intra-instance variation of appearance than in static environments. To discover the challenges in this setting, we newly built a benchmark of more than 1,500 instances built on the EPIC-KITCHENS dataset which includes natural activities and conducted an extensive analysis of it. Experimental results suggest that (i) robustness against instance-specific appearance change (ii) integration of low-level (e.g., color, texture) and high-level (e.g., object category) features (iii) foreground feature selection on overlapping objects are required for further improvement.