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arXiv:2312.06299

RCA-NOC: Relative Contrastive Alignment for Novel Object Captioning

In this paper, we introduce a novel approach to novel object captioning which employs relative contrastive learning to learn visual and semantic alignment. Our approach maximizes compatibility between regions and object tags in a contrastive manner. To set up a proper contrastive learning objective, for each image, we augment tags by leveraging the relative nature of positive and negative pairs obtained from foundation models such as CLIP. We then use the rank of each augmented tag in a list as a relative relevance label to contrast each top-ranked tag with a set of lower-ranked tags. This learning objective encourages the top-ranked tags to be more compatible with their image and text context than lower-ranked tags, thus improving the discriminative ability of the learned multi-modality representation. We evaluate our approach on two datasets and show that our proposed RCA-NOC approach outperforms state-of-the-art methods by a large margin, demonstrating its effectiveness in improving vision-language representation for novel object captioning.

arXiv:2312.06113

SimMining-3D: Altitude-Aware 3D Object Detection in Complex Mining Environments: A Novel Dataset and ROS-Based Automatic Annotation Pipeline

Accurate and efficient object detection is crucial for safe and efficient operation of earth-moving equipment in mining. Traditional 2D image-based methods face limitations in dynamic and complex mine environments. To overcome these challenges, 3D object detection using point cloud data has emerged as a comprehensive approach. However, training models for mining scenarios is challenging due to sensor height variations, viewpoint changes, and the need for diverse annotated datasets. This paper presents novel contributions to address these challenges. We introduce a synthetic dataset SimMining 3D [1] specifically designed for 3D object detection in mining environments. The dataset captures objects and sensors positioned at various heights within mine benches, accurately reflecting authentic mining scenarios. An automatic annotation pipeline through ROS interface reduces manual labor and accelerates dataset creation. We propose evaluation metrics accounting for sensor-to-object height variations and point cloud density, enabling accurate model assessment in mining scenarios. Real data tests validate our models effectiveness in object prediction. Our ablation study emphasizes the importance of altitude and height variation augmentations in improving accuracy and reliability. The publicly accessible synthetic dataset [1] serves as a benchmark for supervised learning and advances object detection techniques in mining with complimentary pointwise annotations for each scene. In conclusion, our work bridges the gap between synthetic and real data, addressing the domain shift challenge in 3D object detection for mining. We envision robust object detection systems enhancing safety and efficiency in mining and related domains.

arXiv:2312.06038공식 코드 · Papers with Code

Correcting Diffusion Generation through Resampling

Despite diffusion models' superior capabilities in modeling complex distributions, there are still non-trivial distributional discrepancies between generated and ground-truth images, which has resulted in several notable problems in image generation, including missing object errors in text-to-image generation and low image quality. Existing methods that attempt to address these problems mostly do not tend to address the fundamental cause behind these problems, which is the distributional discrepancies, and hence achieve sub-optimal results. In this paper, we propose a particle filtering framework that can effectively address both problems by explicitly reducing the distributional discrepancies. Specifically, our method relies on a set of external guidance, including a small set of real images and a pre-trained object detector, to gauge the distribution gap, and then design the resampling weight accordingly to correct the gap. Experiments show that our methods can effectively correct missing object errors and improve image quality in various image generation tasks. Notably, our method outperforms the existing strongest baseline by 5% in object occurrence and 1.0 in FID on MS-COCO. Our code is publicly available at https://github.com/UCSB-NLP-Chang/diffusion_resampling.git.

arXiv:2312.05849공식 코드 · Papers with Code

InteractDiffusion: Interaction Control in Text-to-Image Diffusion Models

Large-scale text-to-image (T2I) diffusion models have showcased incredible capabilities in generating coherent images based on textual descriptions, enabling vast applications in content generation. While recent advancements have introduced control over factors such as object localization, posture, and image contours, a crucial gap remains in our ability to control the interactions between objects in the generated content. Well-controlling interactions in generated images could yield meaningful applications, such as creating realistic scenes with interacting characters. In this work, we study the problems of conditioning T2I diffusion models with Human-Object Interaction (HOI) information, consisting of a triplet label (person, action, object) and corresponding bounding boxes. We propose a pluggable interaction control model, called InteractDiffusion that extends existing pre-trained T2I diffusion models to enable them being better conditioned on interactions. Specifically, we tokenize the HOI information and learn their relationships via interaction embeddings. A conditioning self-attention layer is trained to map HOI tokens to visual tokens, thereby conditioning the visual tokens better in existing T2I diffusion models. Our model attains the ability to control the interaction and location on existing T2I diffusion models, which outperforms existing baselines by a large margin in HOI detection score, as well as fidelity in FID and KID. Project page: https://jiuntian.github.io/interactdiffusion.

arXiv:2312.06645공식 코드 · Papers with Code

Beyond Classification: Definition and Density-based Estimation of Calibration in Object Detection

Despite their impressive predictive performance in various computer vision tasks, deep neural networks (DNNs) tend to make overly confident predictions, which hinders their widespread use in safety-critical applications. While there have been recent attempts to calibrate DNNs, most of these efforts have primarily been focused on classification tasks, thus neglecting DNN-based object detectors. Although several recent works addressed calibration for object detection and proposed differentiable penalties, none of them are consistent estimators of established concepts in calibration. In this work, we tackle the challenge of defining and estimating calibration error specifically for this task. In particular, we adapt the definition of classification calibration error to handle the nuances associated with object detection, and predictions in structured output spaces more generally. Furthermore, we propose a consistent and differentiable estimator of the detection calibration error, utilizing kernel density estimation. Our experiments demonstrate the effectiveness of our estimator against competing train-time and post-hoc calibration methods, while maintaining similar detection performance.

arXiv:2312.05745

Open World Object Detection in the Era of Foundation Models

Object detection is integral to a bevy of real-world applications, from robotics to medical image analysis. To be used reliably in such applications, models must be capable of handling unexpected - or novel - objects. The open world object detection (OWD) paradigm addresses this challenge by enabling models to detect unknown objects and learn discovered ones incrementally. However, OWD method development is hindered due to the stringent benchmark and task definitions. These definitions effectively prohibit foundation models. Here, we aim to relax these definitions and investigate the utilization of pre-trained foundation models in OWD. First, we show that existing benchmarks are insufficient in evaluating methods that utilize foundation models, as even naive integration methods nearly saturate these benchmarks. This result motivated us to curate a new and challenging benchmark for these models. Therefore, we introduce a new benchmark that includes five real-world application-driven datasets, including challenging domains such as aerial and surgical images, and establish baselines. We exploit the inherent connection between classes in application-driven datasets and introduce a novel method, Foundation Object detection Model for the Open world, or FOMO, which identifies unknown objects based on their shared attributes with the base known objects. FOMO has ~3x unknown object mAP compared to baselines on our benchmark. However, our results indicate a significant place for improvement - suggesting a great research opportunity in further scaling object detection methods to real-world domains. Our code and benchmark are available at https://orrzohar.github.io/projects/fomo/.

arXiv:2312.06594

Mitigating Perspective Distortion-induced Shape Ambiguity in Image Crops

Objects undergo varying amounts of perspective distortion as they move across a camera's field of view. Models for predicting 3D from a single image often work with crops around the object of interest and ignore the location of the object in the camera's field of view. We note that ignoring this location information further exaggerates the inherent ambiguity in making 3D inferences from 2D images and can prevent models from even fitting to the training data. To mitigate this ambiguity, we propose Intrinsics-Aware Positional Encoding (KPE), which incorporates information about the location of crops in the image and camera intrinsics. Experiments on three popular 3D-from-a-single-image benchmarks: depth prediction on NYU, 3D object detection on KITTI & nuScenes, and predicting 3D shapes of articulated objects on ARCTIC, show the benefits of KPE.

arXiv:2302.08023공식 코드 · Papers with Code

Object-centric Learning with Cyclic Walks between Parts and Whole

Learning object-centric representations from complex natural environments enables both humans and machines with reasoning abilities from low-level perceptual features. To capture compositional entities of the scene, we proposed cyclic walks between perceptual features extracted from vision transformers and object entities. First, a slot-attention module interfaces with these perceptual features and produces a finite set of slot representations. These slots can bind to any object entities in the scene via inter-slot competitions for attention. Next, we establish entity-feature correspondence with cyclic walks along high transition probability based on the pairwise similarity between perceptual features (aka "parts") and slot-binded object representations (aka "whole"). The whole is greater than its parts and the parts constitute the whole. The part-whole interactions form cycle consistencies, as supervisory signals, to train the slot-attention module. Our rigorous experiments on \textit{seven} image datasets in \textit{three} \textit{unsupervised} tasks demonstrate that the networks trained with our cyclic walks can disentangle foregrounds and backgrounds, discover objects, and segment semantic objects in complex scenes. In contrast to object-centric models attached with a decoder for the pixel-level or feature-level reconstructions, our cyclic walks provide strong learning signals, avoiding computation overheads and enhancing memory efficiency. Our source code and data are available at: \href{https://github.com/ZhangLab-DeepNeuroCogLab/Parts-Whole-Object-Centric-Learning/}{link}.

arXiv:2312.04831공식 코드 · Papers with Code

Towards Enhanced Image Inpainting: Mitigating Unwanted Object Insertion and Preserving Color Consistency

Recent advances in image inpainting increasingly use generative models to handle large irregular masks. However, these models can create unrealistic inpainted images due to two main issues: (1) Unwanted object insertion: Even with unmasked areas as context, generative models may still generate arbitrary objects in the masked region that don't align with the rest of the image. (2) Color inconsistency: Inpainted regions often have color shifts that causes a smeared appearance, reducing image quality. Retraining the generative model could help solve these issues, but it's costly since state-of-the-art latent-based diffusion and rectified flow models require a three-stage training process: training a VAE, training a generative U-Net or transformer, and fine-tuning for inpainting. Instead, this paper proposes a post-processing approach, dubbed as ASUKA (Aligned Stable inpainting with UnKnown Areas prior), to improve inpainting models. To address unwanted object insertion, we leverage a Masked Auto-Encoder (MAE) for reconstruction-based priors. This mitigates object hallucination while maintaining the model's generation capabilities. To address color inconsistency, we propose a specialized VAE decoder that treats latent-to-image decoding as a local harmonization task, significantly reducing color shifts for color-consistent inpainting. We validate ASUKA on SD 1.5 and FLUX inpainting variants with Places2 and MISATO, our proposed diverse collection of datasets. Results show that ASUKA mitigates object hallucination and improves color consistency over standard diffusion and rectified flow models and other inpainting methods.

arXiv:2312.05039

SmartMask: Context Aware High-Fidelity Mask Generation for Fine-grained Object Insertion and Layout Control

The field of generative image inpainting and object insertion has made significant progress with the recent advent of latent diffusion models. Utilizing a precise object mask can greatly enhance these applications. However, due to the challenges users encounter in creating high-fidelity masks, there is a tendency for these methods to rely on more coarse masks (e.g., bounding box) for these applications. This results in limited control and compromised background content preservation. To overcome these limitations, we introduce SmartMask, which allows any novice user to create detailed masks for precise object insertion. Combined with a ControlNet-Inpaint model, our experiments demonstrate that SmartMask achieves superior object insertion quality, preserving the background content more effectively than previous methods. Notably, unlike prior works the proposed approach can also be used even without user-mask guidance, which allows it to perform mask-free object insertion at diverse positions and scales. Furthermore, we find that when used iteratively with a novel instruction-tuning based planning model, SmartMask can be used to design detailed layouts from scratch. As compared with user-scribble based layout design, we observe that SmartMask allows for better quality outputs with layout-to-image generation methods. Project page is available at https://smartmask-gen.github.io

arXiv:2312.04947공식 코드 · Papers with Code

Benchmarking and Analysis of Unsupervised Object Segmentation from Real-world Single Images

In this paper, we study the problem of unsupervised object segmentation from single images. We do not introduce a new algorithm, but systematically investigate the effectiveness of existing unsupervised models on challenging real-world images. We first introduce seven complexity factors to quantitatively measure the distributions of background and foreground object biases in appearance and geometry for datasets with human annotations. With the aid of these factors, we empirically find that, not surprisingly, existing unsupervised models fail to segment generic objects in real-world images, although they can easily achieve excellent performance on numerous simple synthetic datasets, due to the vast gap in objectness biases between synthetic and real images. By conducting extensive experiments on multiple groups of ablated real-world datasets, we ultimately find that the key factors underlying the failure of existing unsupervised models on real-world images are the challenging distributions of background and foreground object biases in appearance and geometry. Because of this, the inductive biases introduced in existing unsupervised models can hardly capture the diverse object distributions. Our research results suggest that future work should exploit more explicit objectness biases in the network design.

arXiv:2312.03823공식 코드 · Papers with Code

High Pileup Particle Tracking with Object Condensation

Recent work has demonstrated that graph neural networks (GNNs) can match the performance of traditional algorithms for charged particle tracking while improving scalability to meet the computing challenges posed by the HL-LHC. Most GNN tracking algorithms are based on edge classification and identify tracks as connected components from an initial graph containing spurious connections. In this talk, we consider an alternative based on object condensation (OC), a multi-objective learning framework designed to cluster points (hits) belonging to an arbitrary number of objects (tracks) and regress the properties of each object. Building on our previous results, we present a streamlined model and show progress toward a one-shot OC tracking algorithm in a high-pileup environment.

arXiv:2312.04527

Correspondences of the Third Kind: Camera Pose Estimation from Object Reflection

Computer vision has long relied on two kinds of correspondences: pixel correspondences in images and 3D correspondences on object surfaces. Is there another kind, and if there is, what can they do for us? In this paper, we introduce correspondences of the third kind we call reflection correspondences and show that they can help estimate camera pose by just looking at objects without relying on the background. Reflection correspondences are point correspondences in the reflected world, i.e., the scene reflected by the object surface. The object geometry and reflectance alters the scene geometrically and radiometrically, respectively, causing incorrect pixel correspondences. Geometry recovered from each image is also hampered by distortions, namely generalized bas-relief ambiguity, leading to erroneous 3D correspondences. We show that reflection correspondences can resolve the ambiguities arising from these distortions. We introduce a neural correspondence estimator and a RANSAC algorithm that fully leverages all three kinds of correspondences for robust and accurate joint camera pose and object shape estimation just from the object appearance. The method expands the horizon of numerous downstream tasks, including camera pose estimation for appearance modeling (e.g., NeRF) and motion estimation of reflective objects (e.g., cars on the road), to name a few, as it relieves the requirement of overlapping background.

arXiv:2312.04393

PhysHOI: Physics-Based Imitation of Dynamic Human-Object Interaction

Humans interact with objects all the time. Enabling a humanoid to learn human-object interaction (HOI) is a key step for future smart animation and intelligent robotics systems. However, recent progress in physics-based HOI requires carefully designed task-specific rewards, making the system unscalable and labor-intensive. This work focuses on dynamic HOI imitation: teaching humanoid dynamic interaction skills through imitating kinematic HOI demonstrations. It is quite challenging because of the complexity of the interaction between body parts and objects and the lack of dynamic HOI data. To handle the above issues, we present PhysHOI, the first physics-based whole-body HOI imitation approach without task-specific reward designs. Except for the kinematic HOI representations of humans and objects, we introduce the contact graph to model the contact relations between body parts and objects explicitly. A contact graph reward is also designed, which proved to be critical for precise HOI imitation. Based on the key designs, PhysHOI can imitate diverse HOI tasks simply yet effectively without prior knowledge. To make up for the lack of dynamic HOI scenarios in this area, we introduce the BallPlay dataset that contains eight whole-body basketball skills. We validate PhysHOI on diverse HOI tasks, including whole-body grasping and basketball skills.

arXiv:2312.04248

TeMO: Towards Text-Driven 3D Stylization for Multi-Object Meshes

Recent progress in the text-driven 3D stylization of a single object has been considerably promoted by CLIP-based methods. However, the stylization of multi-object 3D scenes is still impeded in that the image-text pairs used for pre-training CLIP mostly consist of an object. Meanwhile, the local details of multiple objects may be susceptible to omission due to the existing supervision manner primarily relying on coarse-grained contrast of image-text pairs. To overcome these challenges, we present a novel framework, dubbed TeMO, to parse multi-object 3D scenes and edit their styles under the contrast supervision at multiple levels. We first propose a Decoupled Graph Attention (DGA) module to distinguishably reinforce the features of 3D surface points. Particularly, a cross-modal graph is constructed to align the object points accurately and noun phrases decoupled from the 3D mesh and textual description. Then, we develop a Cross-Grained Contrast (CGC) supervision system, where a fine-grained loss between the words in the textual description and the randomly rendered images are constructed to complement the coarse-grained loss. Extensive experiments show that our method can synthesize high-quality stylized content and outperform the existing methods over a wide range of multi-object 3D meshes. Our code and results will be made publicly available

arXiv:2312.04008

Natural-language-driven Simulation Benchmark and Copilot for Efficient Production of Object Interactions in Virtual Road Scenes

We advocate the idea of the natural-language-driven(NLD) simulation to efficiently produce the object interactions between multiple objects in the virtual road scenes, for teaching and testing the autonomous driving systems that should take quick action to avoid collision with obstacles with unpredictable motions. The NLD simulation allows the brief natural-language description to control the object interactions, significantly reducing the human efforts for creating a large amount of interaction data. To facilitate the research of NLD simulation, we collect the Language-to-Interaction(L2I) benchmark dataset with 120,000 natural-language descriptions of object interactions in 6 common types of road topologies. Each description is associated with the programming code, which the graphic render can use to visually reconstruct the object interactions in the virtual scenes. As a methodology contribution, we design SimCopilot to translate the interaction descriptions to the renderable code. We use the L2I dataset to evaluate SimCopilot's abilities to control the object motions, generate complex interactions, and generalize interactions across road topologies. The L2I dataset and the evaluation results motivate the relevant research of the NLD simulation.

arXiv:2312.03913

Controllable Human-Object Interaction Synthesis

Synthesizing semantic-aware, long-horizon, human-object interaction is critical to simulate realistic human behaviors. In this work, we address the challenging problem of generating synchronized object motion and human motion guided by language descriptions in 3D scenes. We propose Controllable Human-Object Interaction Synthesis (CHOIS), an approach that generates object motion and human motion simultaneously using a conditional diffusion model given a language description, initial object and human states, and sparse object waypoints. Here, language descriptions inform style and intent, and waypoints, which can be effectively extracted from high-level planning, ground the motion in the scene. Naively applying a diffusion model fails to predict object motion aligned with the input waypoints; it also cannot ensure the realism of interactions that require precise hand-object and human-floor contact. To overcome these problems, we introduce an object geometry loss as additional supervision to improve the matching between generated object motion and input object waypoints; we also design guidance terms to enforce contact constraints during the sampling process of the trained diffusion model. We demonstrate that our learned interaction module can synthesize realistic human-object interactions, adhering to provided textual descriptions and sparse waypoint conditions. Additionally, our module seamlessly integrates with a path planning module, enabling the generation of long-term interactions in 3D environments.

arXiv:2312.03869

Inpaint3D: 3D Scene Content Generation using 2D Inpainting Diffusion

This paper presents a novel approach to inpainting 3D regions of a scene, given masked multi-view images, by distilling a 2D diffusion model into a learned 3D scene representation (e.g. a NeRF). Unlike 3D generative methods that explicitly condition the diffusion model on camera pose or multi-view information, our diffusion model is conditioned only on a single masked 2D image. Nevertheless, we show that this 2D diffusion model can still serve as a generative prior in a 3D multi-view reconstruction problem where we optimize a NeRF using a combination of score distillation sampling and NeRF reconstruction losses. Predicted depth is used as additional supervision to encourage accurate geometry. We compare our approach to 3D inpainting methods that focus on object removal. Because our method can generate content to fill any 3D masked region, we additionally demonstrate 3D object completion, 3D object replacement, and 3D scene completion.

arXiv:2312.03808

SurfaceAug: Closing the Gap in Multimodal Ground Truth Sampling

Despite recent advances in both model architectures and data augmentation, multimodal object detectors still barely outperform their LiDAR-only counterparts. This shortcoming has been attributed to a lack of sufficiently powerful multimodal data augmentation. To address this, we present SurfaceAug, a novel ground truth sampling algorithm. SurfaceAug pastes objects by resampling both images and point clouds, enabling object-level transformations in both modalities. We evaluate our algorithm by training a multimodal detector on KITTI and compare its performance to previous works. We show experimentally that SurfaceAug outperforms existing methods on car detection tasks and establishes a new state of the art for multimodal ground truth sampling.

arXiv:2312.03772

DiffusionAtlas: High-Fidelity Consistent Diffusion Video Editing

We present a diffusion-based video editing framework, namely DiffusionAtlas, which can achieve both frame consistency and high fidelity in editing video object appearance. Despite the success in image editing, diffusion models still encounter significant hindrances when it comes to video editing due to the challenge of maintaining spatiotemporal consistency in the object's appearance across frames. On the other hand, atlas-based techniques allow propagating edits on the layered representations consistently back to frames. However, they often struggle to create editing effects that adhere correctly to the user-provided textual or visual conditions due to the limitation of editing the texture atlas on a fixed UV mapping field. Our method leverages a visual-textual diffusion model to edit objects directly on the diffusion atlases, ensuring coherent object identity across frames. We design a loss term with atlas-based constraints and build a pretrained text-driven diffusion model as pixel-wise guidance for refining shape distortions and correcting texture deviations. Qualitative and quantitative experiments show that our method outperforms state-of-the-art methods in achieving consistent high-fidelity video-object editing.