In this paper, we explore the potential of Snapshot Compressive Imaging (SCI) technique for recovering the underlying 3D scene representation from a single temporal compressed image. SCI is a cost-effective method that enables the recording of high-dimensional data, such as hyperspectral or temporal information, into a single image using low-cost 2D imaging sensors. To achieve this, a series of specially designed 2D masks are usually employed, which not only reduces storage requirements but also offers potential privacy protection. Inspired by this, to take one step further, our approach builds upon the powerful 3D scene representation capabilities of neural radiance fields (NeRF). Specifically, we formulate the physical imaging process of SCI as part of the training of NeRF, allowing us to exploit its impressive performance in capturing complex scene structures. To assess the effectiveness of our method, we conduct extensive evaluations using both synthetic data and real data captured by our SCI system. Extensive experimental results demonstrate that our proposed approach surpasses the state-of-the-art methods in terms of image reconstruction and novel view image synthesis. Moreover, our method also exhibits the ability to restore high frame-rate multi-view consistent images by leveraging SCI and the rendering capabilities of NeRF. The code is available at https://github.com/WU-CVGL/SCINeRF.
When capturing images through the glass during rainy or snowy weather conditions, the resulting images often contain waterdrops adhered on the glass surface, and these waterdrops significantly degrade the image quality and performance of many computer vision algorithms. To tackle these limitations, we propose a method to reconstruct the clear 3D scene implicitly from multi-view images degraded by waterdrops. Our method exploits an attention network to predict the location of waterdrops and then train a Neural Radiance Fields to recover the 3D scene implicitly. By leveraging the strong scene representation capabilities of NeRF, our method can render high-quality novel-view images with waterdrops removed. Extensive experimental results on both synthetic and real datasets show that our method is able to generate clear 3D scenes and outperforms existing state-of-the-art (SOTA) image adhesive waterdrop removal methods.
Current multi-object tracking (MOT) aims to predict trajectories of targets (i.e.,"where") in videos. Yet, knowing merely "where" is insufficient in many crucial applications. In comparison, semantic understanding such as fine-grained behaviors, interactions, and overall summarized captions (i.e., "what") from videos, associated with "where", is highly-desired for comprehensive video analysis. Thus motivated, we introduce Semantic Multi-Object Tracking (SMOT), that aims to estimate object trajectories and meanwhile understand semantic details of associated trajectories including instance captions, instance interactions, and overall video captions, integrating "where" and "what" for tracking. In order to foster the exploration of SMOT, we propose BenSMOT, a large-scale Benchmark for Semantic MOT. Specifically, BenSMOT comprises 3,292 videos with 151K frames, covering various scenarios for semantic tracking of humans. BenSMOT provides annotations for the trajectories of targets, along with associated instance captions in natural language, instance interactions, and overall caption for each video sequence. To our best knowledge, BenSMOT is the first publicly available benchmark for SMOT. Besides, to encourage future research, we present a novel tracker named SMOTer, which is specially designed and end-to-end trained for SMOT, showing promising performance. By releasing BenSMOT, we expect to go beyond conventional MOT by predicting "where" and "what" for SMOT, opening up a new direction in tracking for video understanding. Our BenSMOT and SMOTer will be released.
Singing, as a common facial movement second only to talking, can be regarded as a universal language across ethnicities and cultures, plays an important role in emotional communication, art, and entertainment. However, it is often overlooked in the field of audio-driven facial animation due to the lack of singing head datasets and the domain gap between singing and talking in rhythm and amplitude. To this end, we collect a high-quality large-scale singing head dataset, SingingHead, which consists of more than 27 hours of synchronized singing video, 3D facial motion, singing audio, and background music from 76 individuals and 8 types of music. Along with the SingingHead dataset, we argue that 3D and 2D facial animation tasks can be solved together, and propose a unified singing facial animation framework named UniSinger to achieve both singing audio-driven 3D singing head animation and 2D singing portrait video synthesis. Extensive comparative experiments with both SOTA 3D facial animation and 2D portrait animation methods demonstrate the necessity of singing-specific datasets in singing head animation tasks and the promising performance of our unified facial animation framework.
Multi-object tracking (MOT) is a fundamental problem in computer vision with numerous applications, such as intelligent surveillance and automated driving. Despite the significant progress made in MOT, pedestrian attributes, such as gender, hairstyle, body shape, and clothing features, which contain rich and high-level information, have been less explored. To address this gap, we propose a simple, effective, and generic method to predict pedestrian attributes to support general Re-ID embedding. We first introduce AttMOT, a large, highly enriched synthetic dataset for pedestrian tracking, containing over 80k frames and 6 million pedestrian IDs with different time, weather conditions, and scenarios. To the best of our knowledge, AttMOT is the first MOT dataset with semantic attributes. Subsequently, we explore different approaches to fuse Re-ID embedding and pedestrian attributes, including attention mechanisms, which we hope will stimulate the development of attribute-assisted MOT. The proposed method AAM demonstrates its effectiveness and generality on several representative pedestrian multi-object tracking benchmarks, including MOT17 and MOT20, through experiments on the AttMOT dataset. When applied to state-of-the-art trackers, AAM achieves consistent improvements in MOTA, HOTA, AssA, IDs, and IDF1 scores. For instance, on MOT17, the proposed method yields a +1.1 MOTA, +1.7 HOTA, and +1.8 IDF1 improvement when used with FairMOT. To encourage further research on attribute-assisted MOT, we will release the AttMOT dataset.
The pre-training-fine-tuning paradigm based on layout-aware multimodal pre-trained models has achieved significant progress on document image question answering. However, domain pre-training and task fine-tuning for additional visual, layout, and task modules prevent them from directly utilizing off-the-shelf instruction-tuning language foundation models, which have recently shown promising potential in zero-shot learning. Contrary to aligning language models to the domain of document image question answering, we align document image question answering to off-the-shell instruction-tuning language foundation models to utilize their zero-shot capability. Specifically, we propose layout and task aware instruction prompt called LATIN-Prompt, which consists of layout-aware document content and task-aware descriptions. The former recovers the layout information among text segments from OCR tools by appropriate spaces and line breaks. The latter ensures that the model generates answers that meet the requirements, especially format requirements, through a detailed description of task. Experimental results on three benchmarks show that LATIN-Prompt can improve the zero-shot performance of instruction-tuning language foundation models on document image question answering and help them achieve comparable levels to SOTAs based on the pre-training-fine-tuning paradigm. Quantitative analysis and qualitative analysis demonstrate the effectiveness of LATIN-Prompt. We provide the code in supplementary and will release the code to facilitate future research.
To bring digital avatars into people's lives, it is highly demanded to efficiently generate complete, realistic, and animatable head avatars. This task is challenging, and it is difficult for existing methods to satisfy all the requirements at once. To achieve these goals, we propose GANHead (Generative Animatable Neural Head Avatar), a novel generative head model that takes advantages of both the fine-grained control over the explicit expression parameters and the realistic rendering results of implicit representations. Specifically, GANHead represents coarse geometry, fine-gained details and texture via three networks in canonical space to obtain the ability to generate complete and realistic head avatars. To achieve flexible animation, we define the deformation filed by standard linear blend skinning (LBS), with the learned continuous pose and expression bases and LBS weights. This allows the avatars to be directly animated by FLAME parameters and generalize well to unseen poses and expressions. Compared to state-of-the-art (SOTA) methods, GANHead achieves superior performance on head avatar generation and raw scan fitting.
We present a reinforcement learning (RL) framework that enables quadrupedal robots to perform soccer goalkeeping tasks in the real world. Soccer goalkeeping using quadrupeds is a challenging problem, that combines highly dynamic locomotion with precise and fast non-prehensile object (ball) manipulation. The robot needs to react to and intercept a potentially flying ball using dynamic locomotion maneuvers in a very short amount of time, usually less than one second. In this paper, we propose to address this problem using a hierarchical model-free RL framework. The first component of the framework contains multiple control policies for distinct locomotion skills, which can be used to cover different regions of the goal. Each control policy enables the robot to track random parametric end-effector trajectories while performing one specific locomotion skill, such as jump, dive, and sidestep. These skills are then utilized by the second part of the framework which is a high-level planner to determine a desired skill and end-effector trajectory in order to intercept a ball flying to different regions of the goal. We deploy the proposed framework on a Mini Cheetah quadrupedal robot and demonstrate the effectiveness of our framework for various agile interceptions of a fast-moving ball in the real world.
Human motion synthesis is a long-standing problem with various applications in digital twins and the Metaverse. However, modern deep learning based motion synthesis approaches barely consider the physical plausibility of synthesized motions and consequently they usually produce unrealistic human motions. In order to solve this problem, we propose a system ``Skeleton2Humanoid'' which performs physics-oriented motion correction at test time by regularizing synthesized skeleton motions in a physics simulator. Concretely, our system consists of three sequential stages: (I) test time motion synthesis network adaptation, (II) skeleton to humanoid matching and (III) motion imitation based on reinforcement learning (RL). Stage I introduces a test time adaptation strategy, which improves the physical plausibility of synthesized human skeleton motions by optimizing skeleton joint locations. Stage II performs an analytical inverse kinematics strategy, which converts the optimized human skeleton motions to humanoid robot motions in a physics simulator, then the converted humanoid robot motions can be served as reference motions for the RL policy to imitate. Stage III introduces a curriculum residual force control policy, which drives the humanoid robot to mimic complex converted reference motions in accordance with the physical law. We verify our system on a typical human motion synthesis task, motion-in-betweening. Experiments on the challenging LaFAN1 dataset show our system can outperform prior methods significantly in terms of both physical plausibility and accuracy. Code will be released for research purposes at: https://github.com/michaelliyunhao/Skeleton2Humanoid
Dialogue policy learning, a subtask that determines the content of system response generation and then the degree of task completion, is essential for task-oriented dialogue systems. However, the unbalanced distribution of system actions in dialogue datasets often causes difficulty in learning to generate desired actions and responses. In this paper, we propose a retrieve-and-memorize framework to enhance the learning of system actions. Specially, we first design a neural context-aware retrieval module to retrieve multiple candidate system actions from the training set given a dialogue context. Then, we propose a memory-augmented multi-decoder network to generate the system actions conditioned on the candidate actions, which allows the network to adaptively select key information in the candidate actions and ignore noises. We conduct experiments on the large-scale multi-domain task-oriented dialogue dataset MultiWOZ 2.0 and MultiWOZ 2.1. Experimental results show that our method achieves competitive performance among several state-of-the-art models in the context-to-response generation task.